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"Stuck in the wasteland, nothin' can change, good luck" - Joker
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____________ \`.|`._/| __________ ______________
| `. _,-' '--.__ ,' `. | |
| __ \_,-' _,---. __,---' | __ | | |
| | `. ,-' / `. | | | | | ________|
| | | ,' / /`. \ | | | | | |
| |__,' | | | \ \ ,' | |_____| | |________
| / / / _\ \ _,' | | |
| ,' ,' /_,-' `-' _,| | _______ | |
| _ `. _,-' _,--._ ,-' | || | | ________|
| | `. `-' __ ,' `. \ | |'-. | | |
| | \ _,-' / / \ \ | | | | | |________
| | | | / / \ \,' |__| | | |
| | | '-._/ / _,' _, | | |
|_____| |_____,-.____`-. ,'___,-' `.__________,' |______________|
_______________________________________________________________________
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
______________________________________________________________________________
==============================================================================
RAGE
----
FAQ/Walkthrough
Copyright (c)2012-2013 DomZ Ninja
==============================================================================
Author: DomZ Ninja
E-mail: domzninja[at]hotmail[dot]com
Updated: 04/03/13
Version: 1.0
NOTE: This guide does contain spoilers!
______________________________________________________________________________
==============================================================================
TABLE OF CONTENTS
==============================================================================
See that series of numbers to the right of each section? If you want to find
a specific section in the FAQ, press CTRL + F to open a search box. Type in
the series of numbers for the desired section that you're trying to find and
press Enter. Whabam! The search function will take you there in an instant.
[1] VERSION HISTORY.................................................. [0100]
[2] CONTROLS......................................................... [0200]
[3] THE BASICS....................................................... [0300]
[4] WALKTHROUGH (CHAPTER 1).......................................... [0400]
Quell the Bandit Threat......................................... [0401]
Medical Supplies................................................ [0402]
Where's Juno.................................................... [0403]
Find Durar the Mechanic......................................... [0404]
The Missing Parts............................................... [0405]
Find the Buggy Parts............................................ [0406]
Grab the Radio.................................................. [0407]
Debts Unpaid.................................................... [0408]
Destroy the Barricade........................................... [0409]
Dan's Message................................................... [0410]
Changing Clothes................................................ [0411]
Renting a Garage................................................ [0412]
Arming Your Buggy............................................... [0413]
Resupply Dan Hagar.............................................. [0414]
Grab the Crossbow............................................... [0415]
Wellspring Bound................................................ [0416]
[5] WALKTHROUGH (CHAPTER 2).......................................... [0500]
Visit the Sheriff............................................... [0501]
Cuprino Needed.................................................. [0502]
Dusty 8 Sponsorship............................................. [0503]
Mutant Bash TV.................................................. [0504]
Win the Dusty 8................................................. [0505]
Resupply the Watch Tower........................................ [0506]
Destroy the Bomb Caches......................................... [0507]
The Mayor Calls................................................. [0508]
Feltrite Crater................................................. [0509]
Feltrite Sample................................................. [0510]
Defibrillator Upgrade........................................... [0511]
The Wellmaster.................................................. [0512]
The Hijacked Well............................................... [0513]
Talk to Carlson................................................. [0514]
Deadly Delivery................................................. [0515]
Secret Delivery................................................. [0516]
Talk to Elizabeth............................................... [0517]
Liberate Captain Marshall....................................... [0518]
Talk to Captain Marshall........................................ [0519]
Recover ID Drive................................................ [0520]
Talk to Captain Marshall (2).................................... [0521]
Lost Research Data.............................................. [0522]
Talk to Captain Marshall (3).................................... [0523]
Subway Town..................................................... [0524]
[6] WALKTHROUGH (CHAPTER 3).......................................... [0600]
Talk to Captain Marshall (4).................................... [0601]
Gaining Influence............................................... [0602]
Foreman Jones................................................... [0603]
Mutant Expansion................................................ [0604]
Gearhead Vault.................................................. [0605]
The Price of Power.............................................. [0606]
See Lassard..................................................... [0607]
Ark Equipment................................................... [0608]
Talk to Portman................................................. [0609]
Assault the Authority Bridge.................................... [0610]
Grab the Pulse Cannon........................................... [0611]
Talk to Marshall (5)............................................ [0612]
Assault Capital Prime........................................... [0613]
[7] SIDEQUESTS....................................................... [0700]
The Settlements................................................. [0701]
Wellspring...................................................... [0702]
Subway Town..................................................... [0703]
[8] WEAPONS.......................................................... [0800]
Main Weapons.................................................... [0801]
Quick Use Weapons............................................... [0802]
Ammunition...................................................... [0803]
[9] ITEMS............................................................ [0900]
Usable Items.................................................... [0901]
Schematics...................................................... [0902]
Ingredients..................................................... [0903]
Collector Cards................................................. [0904]
Miscellaneous Items............................................. [0905]
[10] VEHICLES......................................................... [1000]
Vehicles........................................................ [1001]
Supplies........................................................ [1002]
Vehicle Jumps/Field Goals....................................... [1003]
[11] MINIGAMES........................................................ [1100]
[12] ACHIEVEMENTS..................................................... [1200]
[13] BESTIARY......................................................... [1300]
Enemies......................................................... [1301]
Bosses.......................................................... [1302]
[14] THANKS/CREDITS................................................... [1400]
______________________________________________________________________________
==============================================================================
[1] VERSION HISTORY [0100]
==============================================================================
FAQ/Walkthrough #60
-------------------
Version 1.0 (04/25/12) - FAQ/Walkthrough complete and submitted.
______________________________________________________________________________
==============================================================================
[2] CONTROLS [0200]
==============================================================================
.-----------------------------.----------------------------------------------.
| D-Pad | Quick Use Selection |
|-----------------------------|----------------------------------------------|
| Left Analog Stick | Move, Sprint (Click) |
|-----------------------------|----------------------------------------------|
| Right Analog Stick | Look/Aim, Melee (Click) |
|-----------------------------|----------------------------------------------|
| Start | Pause |
|-----------------------------|----------------------------------------------|
| Back | Inventory |
|-----------------------------|----------------------------------------------|
| X Button | Reload |
|-----------------------------|----------------------------------------------|
| Y Button | Jump |
|-----------------------------|----------------------------------------------|
| A Button | Interact |
|-----------------------------|----------------------------------------------|
| B Button | Crouch |
|-----------------------------|----------------------------------------------|
| Right Trigger | Fire |
|-----------------------------|----------------------------------------------|
| Left Trigger | Zoom |
|-----------------------------|----------------------------------------------|
| Right Bumper | Weapon/Ammo Selection |
|-----------------------------|----------------------------------------------|
| Left Bumper | Quick Use Activation |
'-----------------------------'----------------------------------------------'
______________________________________________________________________________
==============================================================================
[3] THE BASICS [0300]
==============================================================================
.-----------------.
| Gameplay Basics '-----------------------------------------------------------
|
| Rage is an open-ended RPG game similar to Fallout, but relies heavily on
| first-person shooting mechanics and does not have as many RPG qualities as
| the above mentioned. There is no Experience, levelling up, or anything of
| the sort. These absences does not make Rage a shallow game, however, since
| it is still quite in-depth.
|
| The combat resembles a regular first-person shooter, but has several layers
| that help set it apart from other games. The first is the implementation of
| Quick Use Weapons, which (as the name implies) allows for rapid deployment
| and use of some weapons and items. The game's more unconventional weapons
| fall in this category, such as frisbee buzzsaws (Wingsticks) and Sentry
| Turrets.
|
| You can equip four Quick Use Items at a time by accessing the Dossier (press
| the Back button). From there, select one by using the D-Pad and use it with
| the Left Bumper.
|
| Aside from Quick Use Weapons, you have your standard guns that are the main
| weapons used throughout your adventure. You have your traditional pistol,
| shotgun, assault rifle, sniper rifle, and so on. What makes these guns
| interesting is their ammo: through the game you receive new ammo types for
| these guns, which can alter combat strategies. Some offer explosive
| characteristics, some are armor-piercing, and some ammo even lets you
| control your opponents!
|
| Equip weapons and ammo types in the Dossier (like the Quick Use Items, you
| can equip four weapons at a time) and select them by pressing the Right
| Bumper and using the Left and Right Analog Sticks to scroll through your
| options.
|
| When you are not battling baddies, you are spending your time driving
| through the Wasteland. There are several drivable vehicles in the game.
| Driving is a large focus in Rage: aside from getting from Point A to Point
| B, you can participate in races and also complete vehicle jumps.
|
| Unfortunately, there is no in-game map, and the only way to scan distant
| areas is to use the compass in the northeast corner of the screen. There are
| a few noteworthy symbols that appear on the compass that you should become
| acclimated with:
|
| > the white dotted line is the path leading you to your destination
| > the white diamond is your destination/next objective
| > blue circles are friendly vehicles
| > red circles are enemy vehicles
.---------------.
| Staying Alive '-------------------------------------------------------------
|
| Without a proper health bar, it can be difficult to figure out your current
| health situation. Like most shooters these days, loss of health is
| represented by blood stains on the screen. When you are nearing death, the
| amount of blood onscreen increases until you are incapacitated. The easiest
| and most common method of healing is by using Bandages, a Quick Use item.
|
| Your character does not immediately die when you run out of health - you are
| given the chance to revive yourself with a Defibrillator. In this minigame,
| there are four branches on either side of the screen. When one of the
| branches on each side turns yellow, use the Left and Right Analog Sticks to
| move them, lining them up with the blinking white nodes. Immediately press
| the Left and Right Triggers to send out charges when everything is lined up.
|
| Repeat this process until time runs out. Left and Right Trigger symbols move
| left and right, passing through white diamonds. Press the appropriate button
| when the symbol is lined up with the diamond to regain some health; the more
| precise you are, the more health you get back.
|
| You are given multiple opportunities to send out charges before the timer
| runs out. The more successful attempts during the time limit, the more
| health is restored. As an added bonus, the Defibrillator may administer a
| lethal shock to any nearby enemies if you performed a sufficient enough job.
| The Defibrillator can be upgraded late in the game to increase its effects.
.-------------.
| The Dossier '---------------------------------------------------------------
|
| The Dossier is the central hub of information in Rage and can be accessed by
| hitting the Back button. It contains your current item listings, weapon
| information, engineering recipes, job progress, and random statistics. To
| cycle through the various menus, use the Left and Right Bumper.
|
| > The inventory is laid out in a grid and lists all of your items on hand.
| You can use this menu to assign Quick Use weapons as well as obtain info
| on any new items picked up. There are four different item categories in
| the game, each represented by a symbol: key items (exclamation point),
| Quick Use Items (hand), ingredients (gear), and miscellaneous loot
| (dollar sign).
|
| > The engineering menu showcases all your available recipes and schematics.
| Rage allows you to construct items so long as you have the required
| ingredients and have received the recipe/schematic. Scroll through what
| you've got, then press A to build.
|
| > Next is the armory, which is a menu that lists all of your main weapons
| and their ammo types. You can read up on the weapons and ammunition and
| also equip them to your weapon/ammo selection menu.
|
| > Use the jobs page to review current and past missions. You can attain
| extra information on the jobs, such as background information and job
| objectives. You can also toggle between selected jobs to determine which
| one appears on your compass.
|
| > The statistics menu is a compilation of random game stats, such as time
| played, vehicle jumps completed, cards collected, enemies killed, and so
| on. It is a good way to keep tabs on your collectible progress as well as
| generally check out some nifty stats.
______________________________________________________________________________
==============================================================================
[4] WALKTHROUGH (CHAPTER 1) [0400]
==============================================================================
NOTE: This walkthrough is based on Normal difficulty.
The prologue is more or less an interactive cinema, since you are given little
control over your character and are forced to sit and watch the events that
transpire. After landing on the surface, test out the controls and exit the
spaceship.
Admire the absolutely gorgeous landscape of the Wasteland and the skies; these
graphics are breathtaking, especially the sky and clouds. When you walk down
the trail to your left, you are attacked and subsequently saved by Dan Hagar.
He takes you to his nearby settlement and helps get things started for you. To
repay the favor he graciously gave you, Hagar asks you to infiltrate and wipe
out the Bandit hideout up the road. You scratch my back, I'll scratch yours.
____________________________________________________________________________
|============================================================================|
| QUELL THE BANDIT THREAT [0401] |
|============================================================================|
| |
| > Wipe out the Ghost Clan at their Hideout |
| |
| "Talk is cheap in this world, action is needed. First take the Pistol and |
| Supplies from the counter. Then grab one of my ATVs, and head up North to |
| the Ghost Hideout. Don't come back until they're completely wiped out. You |
| do this for me, and I'll give you some old Ark Armor to fit that Ark Suit |
| you're wearing." |
| |
| Rewards: $100, Ark Armor |
| Unlocks: "Medical Supplies" |
|____________________________________________________________________________|
'============================================================================'
.------------------------------.
| Grab the Pistol and Supplies '----------------------------------------------
|
| Well, this is simple enough. Once Dan Hagar is done speaking, grab the
| [SETTLER PISTOL] from the table. This is your first gun, and it gets the job
| done despite being one of the game's more basic weapons. With that, your HUD
| screen pops up, giving you access to the compass, Quick Use menu, and
| magazine. You also receive [PISTOL ROUNDS] and a [BANDAGE].
.------------------------------.
| Hop on the ATV in the Garage '----------------------------------------------
|
| Follow the screen's orders and open the Dossier with the Back button. You
| can access your inventory, though it's pretty sparse with the Bandages
| being the only occupant. It is already assigned to the Quick Use menu, but
| here is where you are able to assign and unassign items, as well as obtain
| general info about any new items you find along the way.
|
| Do not ride off on the ATV just yet - use this time to explore the Hagar
| Settlement. Exit the garage and pick up the [COLLECTOR CARD: GRENADE] on the
| barrel next to Becky. By talking to Loosum Hagar, you can begin the side
| mission "Wingstick Mastery". I recommend taking the job, because it allows
| you to use the Wingstick weapons and purchase additional ones from the
| vendor.
|
| Speaking of, you can find Halek Hagar in the cave at the center of the
| settlement. With the $50 to your name, purchase the Monocular and another
| set of Bandages. When used, the Monocular provides an additional zoom when
| aiming your Settler Pistol.
|
| Go back inside the Ray's Oasis diner to locate a [COLLECTOR CARD: DAN] on a
| dresser next to the beds. Exit the building and walk to the right: there is
| the [COLLECTOR CARD: LOOSUM] lying on a pile of rocks against the wall.
|
| There are other civilians to talk to, but there is nothing else to do here.
| Stop back at the garage and press Y to hop on the Jetter ATV.
.---------------------------------.
| Head North to the Ghost Hideout '-------------------------------------------
|
| The vehicle controls in Rage are straightforward, use the Right Trigger to
| accelerate and the Left Trigger to go in reverse, with the Left and Right
| Analog Sticks acting as steering and camera movement respectively. Press X
| to temporarily boost. The game looks like a massive open-ended world, but
| there are a lot of invisible walls that prevent you from exploring. You'll
| often get knocked off of your Jetter (with hilarious ragdoll effects) if you
| stray off the beaten path.
|
| Your destination is up north, so look at your compass and follow the white
| dotted line. This is an enemy-free zone, so you should have no trouble
| riding to the Ghost Hideous. Drive through Hagar Territory and past where
| you crash landed until a road block forces you off your vehicle. Approach
| the bridge and run across (click the Left Analog Stick to run) to the door.
|
| Just to be safe, save your game outside the Ghost Hideout. There is no
| autosave in Rage, so you will have to remember to save constantly or else
| you may risk dying and losing out on possible hours of progress.
.---------------------------------.
| Eliminate every Bandit you find '-------------------------------------------
|
| Loot the corpse in front of you for some loot, then jump on the ledge to the
| left and look inside the wooden crate for [2 FOOD CANS] and [2 BOOKS]. As
| noted in your inventory, these are junk items that have no use and can be
| sold for money. Also note that I am listing the miscellaneous items under
| their "general" names.
|
| Run past the dead body to the right and duck underneath the hole in the
| fence. Grab the [2 BEER BOTTLES] and a [SMALL OBJECT], then press Y to jump
| over the next fence. There's [PISTOL ROUNDS] and a [BANDAGE] on the table in
| front of you, as well as a [SMALL OBJECT] on the opposite end of the room.
| If you inspect the glowing object on the door, you'll learn that it is a
| Grindable Lock and can be opened when you receive the Lock Grinder later in
| the game.
|
| There is a Bandit around the corner; you can likely hear him talking to
| himself. The lookout takes off on a zeppelin while another hops down and
| chases after you.
|
| Bandits are found all over the Wasteland and are grouped into different
| factions. Since you are rummaging through the Ghost Hideout, it is only
| natural that you would encounter Ghost Bandits here. Ghosts are nimble and
| quick on their feet, capable of performing dizzying flips and sidesteps.
| They can be hard to target, especially for beginner players, so have your
| Bandages on hand in the Quick Use menu.
|
| As you near the counter marked "The Rutherford", turn to the right and check
| the darkened side of the room to find [2 SMALL OBJECTS] on the floor and
| [CLOTH RAGS] underneath a dresser. As you head down the passage, another
| Ghost jumps down from a balcony and pursues you. Your Monocular should make
| it easier to shoot him from a safe distance. Loot his body and lean against
| the ledge he jumped down from to reach a [COLLECTOR CARD: GHOST BONESTICK]
| on the edge.
|
| Enter the tiny courtyard and grab the [BEER BOTTLE] sitting underneath the
| cube sculpture. Walk around the cube to find a dresser with a [COLLECTOR
| CARD: GHOST BOSS] hiding underneath. Enter the doorway and kill a few more
| Ghosts until you are suddenly ambushed.
|
| You are taken to the "kill room", where you meet an untimely fate at the
| hands of a Ghost. This unfortunate scenario serves as a Defibrillator
| tutorial.
|
| > As you can see, there are four antennas sticking out of the Left Analog
| Stick and Right Analog Stick icons. Use these controls to line up the
| yellow branches to the white blinking nodes. Once lined up, press the Left
| and Right Triggers to send out charges; do the same as another set of
| blinking nodes appears. You receive a bit of health after every successful
| attempt, so with enough practice you'll be able to regain almost 100%.
|
| Once the timed minigame ends, you must physically revive yourself. As two
| square icons move left and right, press the Left and Right Bumper to try
| and stop the moving symbols as close to the white diamonds as possible;
| your goal is to stop them right on top of the diamonds. Your precision
| leads to extra health regen and even a deadly shock attack to nearby foes.
|
| After getting things right the first time, your life is restored at the cost
| of the unlucky Ghost. Exit the kill room.
|
| Crouch after entering the new room and grab the [PISTOL ROUNDS] off of the
| table. Follow the unsuspecting Ghost through the hallway and use a Wingstick
| to quietly incapacitate him. Run past the bed towards the destroyed hotel
| room and crouch along the weathered pillars to avoid oncoming Ghost fire.
| There are three hiding behind couches across the room, so crouch and use
| your Monoculars to pick them off individually.
|
| Restock on [PISTOL ROUNDS] inside this room before following the balcony to
| the left. There is a mixture of Ghost Bonesticks and Ghost Pistols in the
| adjacent room: take cover from the Ghost Pistols and fire away at the
| charging Ghost Bonesticks. Peek out from your cover and defeat the others.
| There are more [PISTOL ROUNDS] to be found here along with [2 BANDAGES] in
| the bathroom.
|
| Continue through to the hotel foyer. A couple Ghosts will zipline down to
| your location and run after you, so keep your guard up. Up ahead, a few
| Ghost Pistols are stationed behind some assorted objects. To easily clear
| them out, take the [HE GRENADES] and select them to your Quick Use menu. To
| toss an HE (High Explosive) Grenade, hit down the Left Bumper. Let it cook
| in your hand by holding the button down for a more sudden impact.
|
| Also take the [PISTOL ROUNDS] next to the HE Grenades and loot the Ghost
| corpses once the coast is clear. Pass the vending machines and head down the
| hallway and into the next room. Toss a Windstick at the Ghost facing the
| other direction for an easy kill. You can use this balcony to scope out the
| enemy group below, or you can fight them head-to-head by taking the stairs.
| Make sure to get the [3 BEER BOTTLES] next to the balcony before leaving.
|
| Eliminate the Ghosts downstairs and the others in the courtyard to clear out
| the Ghost Hideout. If necessary, use the [HE GRENADES] found downstairs to
| turn the battle one-sided.
.----------------------------.
| Ride the Zipline back down '------------------------------------------------
|
| Loot all the bodies in the courtyard, then proceed up the stairs to the
| zipline. Press A to swoop down into an open window. Conveniently, this is
| the main entrance to the Ghost Hideout.
.---------------------.
| Return to Dan Hagar '-------------------------------------------------------
|
| Leave the Ghost Hideout and return to your Jetter. Again, this is a peaceful
| drive with no enemies or hazards present. Drive to the Hagar Settlement and
| park the ATV in the garage. Before heading inside the diner, say hello to
| Halek and sell all your loot to help stock up on moolah. Now head over to
| Dan's place; just like he promised, you are given 100 buckaroos and a nice,
| shiny pair of Ark Armor. Dan also transitions you into the next mission.
____________________________________________________________________________
|============================================================================|
| MEDICAL SUPPLIES [0402] |
|============================================================================|
| |
| > Get the Medical Supplies from the Outriggers |
| |
| "Bandits raided the settlement, and we need your help again. We held them |
| off, and, thank God, no one was killed. But, we are in desperate need of |
| Medical Supplies. I need you to head West to the Outrigger Settlement and |
| give this letter to their leader, Rikter; he'll know what to do. You make |
| it back with my Medical Supplies, and I'll have our local mechanic fix up |
| a Buggy for you." |
| |
| Rewards: $100 |
| Unlocks: "Find Durar the Mechanic" |
|____________________________________________________________________________|
'============================================================================'
.---------------------------------------.
| Head West to the Outrigger Settlement '-------------------------------------
|
| Heed Dan's advice if you have not paid a visit to Halek since returning from
| the Ghost Hideout. Also complete the "Wingstick Mastery" side quest if you
| haven't. Otherwise, there is nothing else to do other than follow the white
| dotted line to the Outrigger Settlement. It isn't far at all, so hop on the
| Jetter ATV and take off.
.---------------------------.
| Give Dan's List to Rikter '-------------------------------------------------
|
| Rikter can be found near the base of the oil rig, so start climbing them
| stairs. Speak with Rikter Outrigger as he asks you to pass the note off to
| Janus instead.
.------------------------.
| Take the List to Janus '----------------------------------------------------
|
| Janus is the elderly woman sitting at the table near Rikter. Before she can
| give you the necessary medical supplies, she asks you a favor: go out and
| search for a missing settlement civilian. This monkey wrench puts a hold on
| the current mission, as you must complete the job "Where's Juno" before you
| can make any progress here.
|
| Before you turn and head off, don't forget to pick up the [COLLECTOR CARD:
| JANUS] on the couch near Janus.
.------------------------.
| Help Janus locate Juno '----------------------------------------------------
|
| Well, the walkthrough for "Where's Juno" is right below you, so scroll down
| and use the strategies to find Juno. Once you have completed the "Where's
| Juno" job, return to Janus to receive the reward from the mission: the
| [BANDAGES RECIPE].
.------------------------------------.
| Return the Medical Supplies to Dan '----------------------------------------
|
| There are still some stuff to do in the Outrigger Settlement, so you might
| want to talk to Ramos to at least receive the job card while you are here.
| Now haul yourself back to the Hagar Settlement and fork over the Medical
| Supplies. Mission complete!
____________________________________________________________________________
|============================================================================|
| WHERE'S JUNO [0403] |
|============================================================================|
| |
| > Find evidence of Juno's whereabouts near the Radio Tower |
| |
| "You know the way it works here. We help you, you help us, right? A member |
| of our group, Juno, went missing a few days back. Last I heard he was |
| headed up to the Radio Tower to the Southwest. Please look for him for me. |
| If you find any trace of him, I'll reward you with my Recipe for |
| Bandages." |
| |
| Rewards: Bandages Recipe |
| Unlocks: - |
|____________________________________________________________________________|
'============================================================================'
.-----------------------------------.
| Head Northeast to the Radio Tower '-----------------------------------------
|
| As you try and exit Janus's quarters, you are stopped by Rikter once again.
| He gives you a side mission "Radio Tower Repair". You oughta take it, since
| it follows almost the same objectives as this current mission, so you can
| complete the two together with little effort.
|
| Drive up the road and look for a blue path on the compass to signify your
| destination. Disembark and walk down the narrow trail and up the hill... you
| are enterin' Wasted Territory here...
|
| You begin to hear small chatter as you progress towards the radio tower; the
| thick British accent is a staple of the Wasted Bandits. You can quietly
| assassinate two upon entering the building. Descend the stairs to locate
| [2 BEER BOTTLES] and [COLLECTOR CARD: TURRET], then return to the upper
| level and leave the building.
|
| As you try to leave, more Wasted ambush you from across the ridge. Be extra
| careful around these foes: they are equipped with Assault Rifles and some
| even wear protective helmets. Take them out with your Monocular and Settler
| Pistol, then enter the ridge. A shotgun-wielding Wasted surprises you at the
| other end of the ridge, so get ready to blast him as soon as he shows his
| face.
|
| Ignore the dam entrance and walk up the hill past the radio tower sign. Take
| the front entrance.
.-------------------------------------.
| Find evidence of Juno's whereabouts '---------------------------------------
|
| It won't take long before you begin hearing strange gurgling noises
| emanating from a side room. Head down the hall towards the source to find
| a Mutant feeding on a dead body. Surprise him with a Wingstick and check
| the body to receive [JUNO'S REMAINS]. That was expected.
.-----------------------------.
| Inform Janus of Juno's Fate '-----------------------------------------------
|
| You can easily turn back and return to the Outrigger Settlement, but you're
| already inside the radio tower and finishing the "Radio Tower Repair" job
| seems like a logical choice.
|
| Once you exit the ridge, drive back to the Outrigger Settlement and give
| Janus the bad news. While she obviously isn't pleased with the outcome, she
| still holds up her end of the bargain and gives you the Bandages Recipe and
| its necessary ingredients.
|
| The enginnering menu now opens up for you with the addition of your first
| Engineering Recipe: the [BANDAGES RECIPE]. The recipe requires Cloth
| Rags and one Antiseptic Formula. Since Janus provided you with them both,
| you can press A to build the Bandage yourself.
____________________________________________________________________________
|============================================================================|
| FIND DURAR THE MECHANIC [0404] |
|============================================================================|
| |
| > Talk with D R about the Buggy |
| |
| "I've got some things for you to do, but you're gonna need a Buggy. Go see |
| D R over in the garage. He's our mechanic, and I've told him to fix up a |
| Buggy for you. The Buggy's not much now, but with a few upgrades you'll be |
| able to take on just about anything. Get that Buggy fixed up then come |
| back and see me." |
| |
| Rewards: - |
| Unlocks: "The Missing Parts" |
|____________________________________________________________________________|
'============================================================================'
.-------------------------------.
| Talk with D R about the Buggy '---------------------------------------------
|
| This mission is a doozy. It's got action, suspense, drama, chaos, the whole
| nine yards! Okay, not really. All you have to do is walk across the town to
| Durar's garage, then talk to him. That's it. Why is this even a standalone
| mission?
____________________________________________________________________________
|============================================================================|
| THE MISSING PARTS [0405] |
|============================================================================|
| |
| > Take the List of Parts over to Johan at the Outrigger Settlement |
| |
| "So Dan says you're taking that old Buggy off my hands. Truth is that |
| Buggy isn't a bad vehicle, but it needs some work and some parts. The work |
| I can do, but I need you to get the parts. Here, take this List over to |
| Johan, I bet he can help. You bring back those parts, and I'll get this |
| Buggy back on the road." |
| |
| Rewards: - |
| Unlocks: "Find the Buggy Parts" |
|____________________________________________________________________________|
'============================================================================'
.--------------------------------------------.
| Head back West to the Outrigger Settlement '--------------------------------
|
| As you exit, Phallinx calls you over. Speak with him to receive some tidbits
| on Feltrite, a rare material that can be sold at a high price. Stop at
| Halek's vendor and use the money found at the radio tower to pick up any
| supplies - I suggest the [WINGSTICKS SCHEMATIC]. Purchase the ingredients
| needed and make your way back to the Outrigger Settlement.
.------------------------------------.
| Give Johan the list of Buggy Parts '----------------------------------------
|
| Johan, the mechanic, is at the main gate of the settlement. Show him the
| list. Johan states that the specific parts you need have been stolen by
| Bandits and you must get them back if you want 'em yourself. Well what are
| the odds of that...
____________________________________________________________________________
|============================================================================|
| FIND THE BUGGY PARTS [0406] |
|============================================================================|
| |
| > Steal the Buggy parts back from the Wasted Clan |
| |
| "So D R needs some parts for that old Buggy? I'd give them to you if I |
| could, but bandits raided my garage and ran off with most of my spare |
| parts, including the Piston Assembly, Alternator, and Distributor Cap you |
| need. Take these Fat Boys and this Lock Grinder Schematic, you'll need |
| 'em. That Fat Boy ammo does a lot of damage, and that Lock Grinder will |
| open specifically locked doors. The Wasted Garage is to the North in the |
| old dam. No need to come back here, just get those parts back to Durar at |
| the Hagar Settlement." |
| |
| Rewards: - |
| Unlocks: "Grab the Radio" |
|____________________________________________________________________________|
'============================================================================'
.------------------------------------------------.
| Head North to the Wasted Garage in the old Dam '----------------------------
|
| Johan aids you in your journey by handing over some Fatboys. This is the
| Settler Pistol's second ammo type, and is twice as powerful as the regular
| Pistol Rounds you have been using. Only use them in dire situations due to
| your limited amount. To quickly change ammo in realtime, hold down the Right
| Bumper and use your Left Analog Stick to toggle ammo type.
|
| You also receive the Lock Grinder Schematic. Lock Grinders can be used to
| unlock specific doors, so construct one while you're here. Backtrack to the
| radio tower area and enter the ridge, where there should be a couple Wasted.
| One in particular is waiting at the dam entrance, so pass by once he's toast
| to enter the dam. Walk through and climb up to the walkway, then proceed
| towards the Wasted Garage. There should be one final Wasted guarding the
| entranceway.
.---------------------.
| Find the Alternator '-------------------------------------------------------
|
| Take out your Combat Shotgun, since there is a lot of close-quarters combat
| in the confines of the Wasted Garage. Pick up the [SMALL GEARS] and the
| [HARDWARE PACKET] in the next room before checking out the locked door. If
| you haven't built a Lock Grinder yet, make sure to do it now and use the
| item on the door to open it. The Lock Grinder is a one-time use weapon, so
| you'll have to make another the next time you come across a locked door.
|
| Descend the stairs and listen in on the conversation between the three
| Wasted. Take the [PISTOL ROUNDS] and eliminate one from a distance, then
| hide behind the oil drums next to the [3 BEER BOTTLES]. Pick off these
| enemies with your Settler Pistol while you duck behind columns and other
| objects. It is not advised that you run buckwild with a shotgun, so stay
| back and wisely use cover.
|
| When the enemies have all been neutralized, explore the room for some [SMALL
| GEARS], [2 BEER BOTTLES], [3 BEER BOTTLES], [3 SMALL OBJECTS], an
| [ELECTRICAL WIRE KIT], and one last [BEER BOTTLE].
|
| The door at the far end of the chamber is electrified and powered by a motor
| hanging from the ceiling. Remove the [ALTERNATOR] from the motor to get the
| Buggy piece as well as open the door.
.--------------------------.
| Find the Distributor Cap '--------------------------------------------------
|
| As you go down the stairs, a Wasted orders his buddies to begin hurling
| grenades at you. When a live grenade is thrown by an enemy, a cursor appears
| onscreen pointing you to its location so you can avoid it. They don't have
| particularly good aim, so you can slowly work your way through the room
| without much risk of getting blown to bits.
|
| From the first enemy's location, walk past him to find a staircase in the
| corner and make sure to take the [2 BEER BOTTLES]. There are a few items at
| the top of the stairs, including an [ELECTRICAL WIRE KIT], [2 BEER BOTTLES],
| a [SMALL OBJECT], and a [COLLECTOR CARD: WASTED CLUB].
|
| Go back down the stairs and face off against the grenade-chucking Wasted.
| They eventually flee once their numbers dwindle; don't bother chasing after
| them at this time and search the room instead. There are [SMALL GEARS] on a
| nearby oil drum as well as another locked door. You should have enough
| supplies to make a second Lock Grinder; you can find [STEEL BLADES], [CLOTH
| RAGS], [ANTISEPTIC FORMULA], and [HE GRENADES] inside the office.
|
| The survivors from before all funneled into this tiny room, so an HE Grenade
| should do the trick. You can also find [GAS LITERS] and [ANTISEPTIC FORMULA]
| on the tables inside. Make a left into the next room and take cover from a
| few more Wasted. Like before, shoot the armed Bandits and switch to your
| Combat Shotgun whenever one with a melee weapon sprints towards you.
|
| Walk past the ruined cars and take the [3 OIL LITERS] before heading into
| the narrow hallway. There are a few collectibles in here, such as [CLOTH
| RAGS], a [SMALL OBJECT], [GAS LITERS], and a [HARDWARE PACKET]. Walk down
| the staircase to the lower level and open up the door. Before going through,
| look inside the box to the left of the speed limit signs (under the stairs)
| for a [COLLECTOR CARD: WASTED PISTOL].
|
| Several Wasted are inside shootin' the breeze. Sneak around to the right,
| picking up the [2 FOOD CANS] and [2 BEER BOTTLES] before surprising the
| Bandit sweeping the floor. Some of the Wasted here have Assault Rifles, so
| watch your back and duck for cover when the bullets fly. Once the room is
| emptied, scrounge around for a [FOOD CAN], [3 BEER BOTTLES], [3 BEER
| BOTTLES], [PISTOL ROUNDS], a [SMALL OBJECT], [2 BEER BOTTLES], and lastly an
| [ELECTRICAL WIRE KIT].
|
| The Wasted in the next room use grenades to try and flush you out. Their
| tactic works quite well, since you cannot really enter the room without
| getting hurt. Once you see the grenade explode, cook up one of your own and
| release it into the room at the last second to blow the demolition men to
| kingdom come; now it should be safe to step inside.
|
| When entering this room, you must head down a hall and make a left to end up
| where the enemies were; the grenades are usually thrown in this junction. If
| you look straight ahead through the window at the corner, you can notice two
| yellow gas canisters. They are shiny just like an interactive object or item
| are. These gas tanks explode when shot, and shooting these two cause a door
| to come off its hinges.
|
| Destroy the gas canisters to remove the door, then return to the previous
| room. You can go through the doorway to enter the room through the other
| side of the window. There are [2 FOOD CANS] and a [BOOK] inside, but the
| real prize is the [2 FELTRITE CRYSTALS] on the floor.
|
| The [DISTRIBUTOR CAP] is located inside the sports car engine at the back of
| the room. Remove it to blow the nearby door off its hinges. Also do not
| forget about the [3 BEER BOTTLES] here as well.
.--------------------------.
| Find the Piston Assembly '--------------------------------------------------
|
| Head through the flaming doorway. There is not much cover in here, so you
| may want to use an HE Grenade to clear the room out before fully going
| inside. Get the [HARDWARE PACKET] at the back of the room, then cut through
| the bathrooms to reach a staircase.
|
| It appears that you enter the actual garage here. There are lines of cars
| being worked on (or were in the process of being tinkered with) and several
| work benches around the perimeter. Make sure to save your progress.
|
| [FATBOYS] and [BUCKSHOTS] are located on the first bench. You'll need them
| in a few seconds, since a buggy revs up as soon as you round the corner.
|
| > BOSS: Wasted Boss
| The leader of the Wasted Clan drives in on a suped-up buggy and begins
| trashing the garage. The mounted artillery can shred you like newspaper,
| so taking cover is key. The Wasted Boss usually sicks one of his lackeys
| on you to try and draw you out of cover, but don't fall for it. Hide
| behind the pillars or cars and wait for them, Combat Shotgun in hand.
|
| Make sure to kill off the Wasted before the Wasted Boss stops firing his
| mounted turret. Every so often, the gun overheats, prompting the leader to
| raise his fists over his head and let out an aggrivated scream. Use this
| time to pop him in the head a few times with your Settler Pistol. There's
| a reason why the game left you a bunch of Fatboys at the entrance to the
| garage.
|
| The gun starts back up and another minion is sent out to attack you, so
| rinse and repeat. Use Fatboys to quicken the pace: you can slay the Wasted
| Boss with about six or seven headshots with this ammo.
|
| You're not out of the woods just yet, as a Wasted Shotgun steps from behind
| the buggy and plugs you. Use one more Fatboy on him before switching back to
| Pistol Rounds. Walk around the crashed buggy to find some [HE GRENADES] and
| the [PISTON ASSEMBLY] lying on a toolbox. To the left of the item is also a
| [COLLECTOR CARD: WASTED TURRET] inside a box on the work bench.
.-------------------------------------------------.
| Take the parts to Durar at the Hagar Settlement '---------------------------
|
| Wipe out the last enemy in the room and approach the pair of doors. One is
| locked, so open it with a Lock Grinder to find [GAS LITERS], [4 OIL LITERS],
| [BUCKSHOTS], and [4 FELTRITE CRYSTALS]. The open door is the way outta here.
|
| This part of the Wasteland may look familiar to you: it's right outside the
| crash site; more specifically, where Dan saved your life. Wingstick the two
| Wasted working on their ATV and hijack it. Ride up the hill and make the
| hard right, then get off the vehicle and hug the guard rail until you end
| up walking against the side of the garage building. At the end of the
| catwalk is a [COLLECTOR CARD: DAGGER THROWER], tucked away in the corner.
|
| Now you can safely ride back to the Hagar Settlement. Drop off the buggy
| parts at D R's garage to complete the mission.
____________________________________________________________________________
|============================================================================|
| GRAB THE RADIO [0407] |
|============================================================================|
| |
| > Grab the Radio off of the counter in Durar's Garage |
| |
| "Remember, the Wasteland is a dangerous place. Here, take the Radio off my |
| counter. You can use it to call me whenever you smash your vehicle up. |
| Also, if you need repairs just swing by the Garage and I'll fix you up |
| real nice. Grab that Radio, and I'll get this Buggy all fixed up for you." |
| |
| Rewards: Dune Buster, Tow Truck Radio |
| Unlocks: "Debts Unpaid" |
|____________________________________________________________________________|
'============================================================================'
.-----------------------------------------------------.
| Grab the Radio off of the counter in Durar's Garage '-----------------------
|
| I will give you three guesses as to what you must do in this mission. No,
| seriously. Go ahead. Once you take the [TOW TRUCK RADIO] off the counter six
| inches from Durar's mug, he will hand over the keys to the Dune Buster
| buggy. The Tow Truck Radio acts as an instant repair when not in town: use
| the item from the inventory screen to open up a repair bill. You can also
| visit Durar's garage if you're in the Hagar Settlement and fix up any
| damages in person.
|
| Don't take your new ride out for a spin just yet, since you have a new job
| on your hands.
____________________________________________________________________________
|============================================================================|
| DEBTS UNPAID [0408] |
|============================================================================|
| |
| > See what Dan needs help with next |
| |
| "Don't go driving off! Dan needs to see you, pronto! We're in a bad way |
| around here, and we need one last favor. Dan's waiting for you here at the |
| Hagar Settlement. So come on back as fast as possible. D R, out." |
| |
| Rewards: - |
| Unlocks: "Destroy the Barricade" |
|____________________________________________________________________________|
'============================================================================'
.-----------------------------------.
| See what Dan needs help with next '-----------------------------------------
|
| You heard the man: head over to Ray's Oasis and speak with Dan to see what's
| up. Bandits have taken over a checkpoint and sealed up a canyon, and it is
| up to you to tear down the barricade and gain access to the city of
| Wellspring. Accept the job.
____________________________________________________________________________
|============================================================================|
| DESTROY THE BARRICADE [0409] |
|============================================================================|
| |
| > Blow up the Blockade near the Hagar Settlement |
| |
| "I need your special talents for a demolition job. The Shrouded Bandits |
| constructed a Blockade in the Canyon just South of here, and it's cut us |
| off from Wellspring to the East. Take these Explosive Charges and place |
| them on the Gate. Here is my Sniper Rifle, use it from the cover on the |
| road, and be careful the Blockade is heavily defended. You take out that |
| blockade, and I'll make it worth your while." |
| |
| Rewards: $100 |
| Unlocks: "Dan's Message" |
|____________________________________________________________________________|
'============================================================================'
.--------------------------------------------------.
| Set the Explosives on the Barricade to the South '--------------------------
|
| A [SNIPER RIFLE] is needed for this job, so Dan hands one over. Press A for
| an extra zoom when aiming with the Left Trigger. As always, make sure to
| stop at Halek's shop before leaving town: you should have a lot of sellable
| loot from your trip at the Wasted Garage, so stock up on whatever.
|
| The Buggy is faster and more durable than the ATV, and this grants you the
| ability to complete the game's Vehicle Jumps. The first two are found in the
| Ghost Territory, so you can try them if you want (more information on these
| in Section 10).
|
| Don't bother taking the Dune Buster out for now; walk the distance until you
| get to the canyon with the barricade in the distance. By now, the Wasted
| begin attacking you from their outpost, so duck behind the support beam in
| the middle of the road. Use your Sniper Rifle's full zoom to aim for the
| Wasted on the top of the barricade. Some are manning gatling guns while one
| fires rockets at you (which is why you should leave the buggy behind).
|
| There are about six enemies in total. They are wearing red armor, which
| helps them stand out and target easier. The Sniper Rifle's got a bit of a
| recoil, but it still isn't very hard. Step away from the cover to test if
| there are any foes left before sprinting to the wall and placing the
| charges. Boom goes the barricade.
.-------------------------.
| Tell Dan the Job's done '---------------------------------------------------
|
| Hoof it back to the Hagar Settlement and give Dan the summary of events. He
| is grateful, but mentions that your presence will likely attract the
| Authority and puts everyone here at risk. With that said, Dan gives you one
| final mission to complete.
____________________________________________________________________________
|============================================================================|
| DAN'S MESSAGE [0410] |
|============================================================================|
| |
| > Take Dan's Message to Mayor Clayton in Wellspring |
| |
| "There's one more thing I need you to do. Our Supplies are running low, |
| and Mayor Clayton over in Wellspring to the East has promised us help. |
| Take this Letter and show it to Mayor Clayton; bring back whatever |
| Supplies he gives you. Try and remember you ain't got any guns on that |
| buggy. You help us one last time, and I'll make sure Mayor Clayton takes |
| care of you." |
| |
| Rewards: - |
| Unlocks: "Changing Clothes" |
|____________________________________________________________________________|
'============================================================================'
.------------------------------------.
| Drive South and East to Wellspring '----------------------------------------
|
| Just to let you know, the [ASSAULT RIFLE] is available at Halek's shop for
| $275. You might want to start saving up. Also, the "Durar's Time Trial"
| side job is now available and offers a boost upgrade for your buggy, so do
| not leave town without getting it.
|
| Your Dune Buster is not equipped with any protection, so don't spend any
| time dawdling around in the Wasteland. Bandits are prowling the area and can
| easily damage your buggy if not careful, so boost along the white dotted
| line leading through the Wasted Territory.
|
| There are mounted turrets right around the corner after passing through the
| destroyed barricade, so dash through the desert. Ignore the evil buggies
| chasing after you, since they'll split when you approach Wellspring.
.------------------------------.
| Talk to the Wellspring Guard '----------------------------------------------
|
| Get out of your Dune Buster when you reach the main gate and speak with the
| guard outside. Solomon tells you some advice on how to survive in Wellspring
| and gives direction to the Mayor's pad.
.------------------.
| Enter Wellspring '----------------------------------------------------------
|
| Turn to the left and go through the door. Yeah, that easy!
.---------------------------.
| Locate the Mayor's Office '-------------------------------------------------
|
| Ignore the guard's warnings and spend some time exploring the town and
| talking to the locals. The Mayor's Office is directly to the right of where
| you enter, but do a lap around Wellspring to see what it has to offer.
|
| Straight ahead is Wellmasters and behind that is the Second Chance Bar, but
| they are both currently closed. To the left of Wellmasters is Mick's Garage
| if you ever need vehicle help. Go through the mine tunnel behind the garage
| to find a Wanted Board, which is an outlet for sidequests. This strip of
| land features Outfitters Supplies, Rusty's Autoparts, and the Wellspring
| Speedway. Lastly, the Sheriff's Office is on the far right side of town.
|
| You can talk to many of the inhabitants of Wellspring, but there isn't much
| to do until you meet with the mayor. Make your way to the Mayor's Office in
| the southeast corner of town.
.----------------------------------.
| Give Mayor Clayton Dan's Message '------------------------------------------
|
| As you can see, Mayor Clayton has himself one fancy house. Proceed to the
| back to find the mayor kickin' it back. Give him the letter from Dan to earn
| his trust. Clayton's first order is to buy a new pair of clothes so you do
| not attract any unwanted attention.
____________________________________________________________________________
|============================================================================|
| CHANGING CLOTHES [0411] |
|============================================================================|
| |
| > Get some new Armor from Coffer, the Outfitter |
| |
| "You need to lose the Ark Suit for something that helps you fit in better. |
| You'll bring the Authority sniffing around if someone reports and you |
| don't want that. Go see Coffer, the vendor in town. I'll send word to have |
| some Outfits ready for you. Come back and see me once you blend in a bit |
| more." |
| |
| Rewards: - |
| Unlocks: "Renting a Garage" |
|____________________________________________________________________________|
'============================================================================'
.------------------------------------.
| Find the Outfitter's in Wellspring '----------------------------------------
|
| The Outfitters store is in the back end of town. Pick up the [VAULT BOY
| BOBBLEHEAD] off his desk for a cute lil' Easter Egg. Exit the office and
| proceed through the damp tunnel on the right. Head past the Sheriff's Office
| and go down the dirt road. Pass by the gal hanging outside the shop and go
| visit Coffer inside.
.-----------------------.
| Select your new Armor '-----------------------------------------------------
|
| Lucky for you, the suits available don't cost a dime. Coffer offers three
| possible choices, with each one possessing special traits that aid you
| throughout the game.
|
| > The Wastelander gives you discounts from all vendors.
| > The Roughneck raises your defense.
| > The Fabricator increases your engineering ability.
|
| It all comes down to personal preference, but I usually choose either the
| Wastelander or Roughneck. Note that you cannot change your Armor once it is
| selected, so the choice is final.
.-------------------------.
| Return to Mayor Clayton '---------------------------------------------------
|
| While you're here, you might as well sell any goods and check out what
| Coffer has in stock. He has a lot of stuff likely out of your price range,
| so you will have to come back at a later time. Talk to the mayor back at his
| office to wrap things up.
____________________________________________________________________________
|============================================================================|
| RENTING A GARAGE [0412] |
|============================================================================|
| |
| > Rent space for your vehicles from Mick in the garage |
| |
| "You need a place to park your vehicles. Go see Mick about renting a |
| space. You can find him in the Garage across from my Office. He's sure to |
| have a special deal for you. Once you've seen Mick, go visit Sheriff Black |
| upstairs in the Jail." |
| |
| Rewards: - |
| Unlocks: "Arming Your Buggy" |
|____________________________________________________________________________|
'============================================================================'
.-------------------------------.
| Find the garage in Wellspring '---------------------------------------------
|
| Special deal... I like that sound of that. Mick's Garage is across the way
| from the Mayor's Office, so it is not a long walk.
.-----------------------------.
| Rent garage space from Mick '-----------------------------------------------
|
| Simply talk to Mick to automatically receive a parking space. Just like with
| D R's Garage, Mick will respond if you call him with the Tow Truck Radio.
| You can drive your buggy into the space from outside Wellspring, and there
| is also an entrance to the left of the counter. What a nice guy!
.-----------------------------.
| Locate the Sheriff's Office '-----------------------------------------------
|
| The Sheriff's Office is on the second floor of Wellspring. Head back towards
| the Mayor's Office and walk through the tunnel past the three folks. Ascend
| the stairs next to the sign and open the door marked with a metal star.
.--------------------.
| Meet Sheriff Black '--------------------------------------------------------
|
| Walk to the back room to find the Sheriff. He suggests that you equip your
| buggy with weapons so you aren't a sitting duck out in the Wasteland.
____________________________________________________________________________
|============================================================================|
| ARMING YOUR BUGGY [0413] |
|============================================================================|
| |
| > Get some weapons for your Buggy |
| |
| "Let me guess. You're the stranger that Clayton is taking the stuff to |
| Dan's place? I'm afraid that isn't going to happen quite so easily. No way |
| I'm sending any Supplies in an Unarmed Buggy. Get some firepower, and then |
| you can take Dan his Supplies. See Rusty by the Track Entrance. He can get |
| you set up with some Guns. Come back and see me whenever you have some |
| Guns on your Buggy." |
| |
| Rewards: - |
| Unlocks: "Resupply Dan Hagar" |
|____________________________________________________________________________|
'============================================================================'
.--------------------------------------.
| See Rusty by the Race Track Entrance '--------------------------------------
|
| As you exit the jail, move back down the stairs and continue to the far end
| of Wellspring, just as if you were heading to Outfitters. Make a right
| instead to reach the speedway entrance and Rusty's Autoparts. Unlike Mick,
| Rusty doesn't believe in giving for free and says that you must win some
| races before you can earn some weapons.
.-----------------------------------------------.
| Win enough races to afford some Buggy Weapons '-----------------------------
|
| Go talk to Jackie Weeks opposite the shop to enlist yourself in a race.
| Slim over at the admissions stand will set you up with a race. All races
| earn you Racing Certificates, which you can trade in for vehicle upgrades.
|
| Scroll through the list of available races. Right now, only the "Beginner's
| Luck" category is open. From here, there are several different races you can
| partake in. Some require you to beat a set time, others are traditional
| three-lap races, and others are combat races (although you obviously cannot
| participate in them yet). Go down the list, starting with the Dusty 8 Time
| Trial.
|
| For the Time Trial, you must complete three laps and beat the time of 2:05.
| Boost Canisters can be found through the course that automatically replenish
| your boost, so set out to get those as you're driving. They do not respawn.
| Most racetracks offer multiple paths to take, so make sure to take different
| ones every lap to get as many Boost Canisters as possible. Again, you should
| beat this Time Trial on your first attempt; it's that easy.
|
| You get [15 RACING CERTIFICATES] with the win.
.------------------------------------------------------------.
| Use your Racing Certs at Rusty's to buy some Buggy Weapons '----------------
|
| You have enough Racing Certificates to purchase some weapons, but feel free
| to participate in the other available races for even more Racing Certs. When
| ready, head back over to Rusty and have over the Racing Certs. Pick up the
| [MINIGUNS] for 10 Racing Certs. You can also use your money to purchase
| vehicle supplies, but it isn't necessary at this moment. You are good to go
| as long as you have some sort of mounted weapon.
.-------------------------.
| Return to Sheriff Black '---------------------------------------------------
|
| Sheriff Black allows you to leave now that you have some buggy weapons.
____________________________________________________________________________
|============================================================================|
| RESUPPLY DAN HAGAR [0414] |
|============================================================================|
| |
| > Take the Supplies to Dan at the Hagar Settlement |
| |
| "I heard you got some guns for your Buggy. Now that you can defend |
| yourself, drive these Supplies back to Dan at the Hagar Settlement. He |
| will be waiting for you. Hurry up, and get those Supplies back to Dan." |
| |
| Rewards: - |
| Unlocks: "Grab the Crossbow" |
|____________________________________________________________________________|
'============================================================================'
.-----------------------------------------.
| Drive back West to the Hagar Settlement '-----------------------------------
|
| Exit the building and leave Wellspring through Mick's Garage. As soon as you
| enter the garage, the sidequest "Sally's Offer" activates. Check it out if
| you wish.
|
| Drive on the overpass to avoid having to go through the desert. Once you
| get off the exit ramp, three Bandit Vehicles drive in. Time to shine! Press
| A to fire your weapon - you automatically lock on if you are close enough to
| your target. Annihilate all three Bandit Vehicles to gain $75 (assuming you
| accepted the "Sally's Bounty" sidequest).
|
| Roll the rest of the way to the Hagar Settlement, or enter the desert and
| shoot down the other enemies. You can also locate Vehicle Jump 3 here, which
| is a lot easier to complete when the foes are wiped out.
.--------------------------.
| Give the Supplies to Dan '--------------------------------------------------
|
| Now that you're back in the Hagar Settlement, you can drop the supplies off.
| Go inside Ray's Oasis and walk over to Dan. He thanks you and offers to give
| you his trusted Desert Striker Crossbow.
____________________________________________________________________________
|============================================================================|
| GRAB THE CROSSBOW [0415] |
|============================================================================|
| |
| > Grab the Striker Crossbow from the wall |
| |
| "I always payback favors so I want you to have my pride and joy. Take the |
| Striker Crossbow off the wall here. It's not your typical crossbow, it has |
| twice the punch and no one will hear you. Go ahead, and grab the |
| Crossbow." |
| |
| Rewards: Striker Crossbow |
| Unlocks: "Wellspring Bound" |
|____________________________________________________________________________|
'============================================================================'
.-------------------.
| Grab the Crossbow '---------------------------------------------------------
|
| Ugh, why are these even considered missions? Remove the [STRIKER CROSSBOW]
| from its wall mount. This weapon is fast, quiet, and offers no recoil when
| firing. It really is a thing of beauty, but the only downside is scarce
| and expensive ammo. You might want to pick some up at the shop before you
| head out.
____________________________________________________________________________
|============================================================================|
| WELLSPRING BOUND [0416] |
|============================================================================|
| |
| > Head back to Wellspring |
| |
| "Now for the bad news, we've seen some Authority Patrols not far from |
| here. They must have heard about an Ark Survivor in the area. So you best |
| return to Wellspring until things quiet down. You were mighty helpful to |
| me and my people, and I thank you. Now get back to Wellspring, and be |
| safe." |
| |
| Rewards: - |
| Unlocks: "The Mayor Calls", "Visit the Sheriff" |
|____________________________________________________________________________|
'============================================================================'
.------------------.
| Wellspring Bound '----------------------------------------------------------
|
| Dan mentions that the Authority are catching up in this little game of cat
| and mouse, so it is for the best if you were to stay in Wellspring. To be
| honest, it's only for storyline progression and at this current moment you
| can still roam around Hagar Territory and Ghost Territory without getting
| pursued by the Authority. It's not like you have a permanent ban from
| entering the Hagar Settlement.
|
| Stop by at Halek's vendor once more to stock up on some extra Steel-tipped
| Bolts. Now is a good time to investigate the Ghost Hideout if you picked up
| the "Missing Person" sidequest from the job board, otherwise drive back to
| Wellspring. Mick gives you two new missions when you park in the garage.
|
| > You are presented with two separate, mandatory mission chains involving
| Sheriff Black and Mayor Clayborn. I suggest you ignore "The Mayor Calls"
| for now, since it is heavily involved with the main quest and you'd be
| better prepared if you complete "Visit the Sheriff" and its subsequent
| missions.
______________________________________________________________________________
==============================================================================
[5] WALKTHROUGH (CHAPTER 2) [0500]
==============================================================================
____________________________________________________________________________
|============================================================================|
| VISIT THE SHERIFF [0501] |
|============================================================================|
| |
| > See what Sheriff Black needs |
| |
| "You really are in high demand. Sheriff Black wants to see you, too. He's |
| up in the Sheriff's Office above Stanley Express. Best not to keep Sheriff |
| Black waiting." |
| |
| Rewards: - |
| Unlocks: "Cuprino Needed" |
|____________________________________________________________________________|
'============================================================================'
.-------------------.
| Visit the Sheriff '---------------------------------------------------------
|
| Go pay a visit with Sheriff Black in his office. He says that there is no
| way you'll survive up North without a Cuprino, so it's time to scrap your
| Dust Buster and pick up a fancier ride.
____________________________________________________________________________
|============================================================================|
| CUPRINO NEEDED [0502] |
|============================================================================|
| |
| > Win a Cuprino in the races |
| |
| "Got a problem, and I believe you might be the man for the job. But first, |
| you need to get your hands on a Cuprino, and the easiest way is to win |
| one. Try Jackie Weeks over by the track entrance. He can set you up with |
| just the right race. Come back when you have the right wheels, alright?" |
| |
| Rewards: Cuprino, Collector Card: Cuprino |
| Unlocks: "Resupply the Watchtower" |
|____________________________________________________________________________|
'============================================================================'
.-----------------------------------------.
| Speak with Jackie Weeks about a Cuprino '-----------------------------------
|
| Make your way over to the racetrack and have a chat with Jackie Weeks. The
| best way to earn a new set of wheels is to participate in the Dusty 8. But
| in order to become an entrant in the renowned race, you must first find a
| sponsor. Jackie gives you a recommendation, so go check it out. Accept the
| mission "Dusty 8 Sponsorship" from Weeks.
.----------------------------------.
| Get a Sponsorship from JK Stiles '------------------------------------------
|
| In order to get a sponsorship, you must complete the missions "Dusty 8
| Sponsorship" and "Mutant Bash TV". It's kind of a mission inside of a
| mission inside of a mission, eh? You will have to put this quest on hold
| until you wrap up the aforementioned two.
.-----------------------------------------------------.
| Show the Certificate of Sponsorship to Jackie Weeks '-----------------------
|
| After completing "Mutant Bash TV" and earning yourself the Certificate of
| Sponsorship, show the letter to Jackie Weeks at the Wellspring Speedway. He
| lets you in the race. Now all you need to do is win...
.---------------------------------.
| Win the Dusty 8 Sponsored Event '-------------------------------------------
|
| For strategies to win the Dusty 8, check out the walkthrough for "Win the
| Dusty 8" (found below). It is a very easy race that you'll likely win on
| your first attempt.
.-------------------------.
| Return to Sheriff Black '---------------------------------------------------
|
| Once you have bagged yourself a Cuprino, you can stop back at the Sheriff's
| Office. You can first spend your Racing Certificates at Rusty's Autoparts.
| Talk to the Sheriff to receive your next mission.
____________________________________________________________________________
|============================================================================|
| DUSTY 8 SPONSORSHIP [0503] |
|============================================================================|
| |
| > Win a Cuprino in the races |
| |
| "So you're looking for a better set of wheels? Well, we've got just the |
| race for you. The Dusty 8 Sponsored Event mixed in a little promotion with |
| all that speed and mayhem. You wanna race, you'll need a sponsor. Lucky |
| for you, I hear JK Stiles, the producer of Mutant Bash TV, is looking for |
| a driver. You can find him West of town at the other end of the Southern |
| Highway. Get JK Stiles' Sponsorship Letter then come back and see me." |
| |
| Rewards: - |
| Unlocks: "Win the Dusty 8" |
|____________________________________________________________________________|
'============================================================================'
.-------------------------------------.
| Head West to the Mutant Bash Studio '---------------------------------------
|
| In order to get into the Dusty 8 and ultimately receive a Cuprino, your
| first order of business is to get a sponsorship. That's where JK Stiles
| comes in. If you visit the Mutant Bash TV producer, he will certainly agree
| to sponsor you for the race.
|
| If you have not extensively checked out the shops here at Wellspring, you
| should do that now. Coffer over at Outfitters has a lot of fantastic,
| albeit expensive, supplies. Check out the [LIGHT ARMOR UPGRADE], [SHOTGUN
| EXTENDER], and [AR STABILIZER] among others. If you are looking for a fast
| way to earn cash, check out the gambling ring right outside the store.
| Playing a round of Tombstones is a great way to earn money since it is a
| very fast, basic gambling game that requires zero skill.
|
| Leave town in your Dune Buster and follow the dotted line. You'll have to
| fend off some Bandit Vehicles, assuming you took up the "Sally's Bounty"
| sidequest. These ones can be tough, since some buggies now start using
| rockets and shields. JK Stiles' place can be found on the other side of the
| overpass - just look for the giant clown head statue.
.-----------------------------------.
| Ask JK Stiles about a Sponsorship '-----------------------------------------
|
| As you trudge into the strange building, JK Stiles will spin around on his
| wheelie chair like a Bond villain... though he's a bit more eccentric. Of
| course, things never come easy in the Wasteland, and Stiles will only give
| you a sponsorship if you agree to be a participant in his television show,
| Mutant Bash TV. Seeing as you don't really have a choice...
.-----------------------------------------------------.
| Show the Certificate of Sponsorship to Jackie Weeks '-----------------------
|
| Once you have made it back from the Mutant Bash Studio alive, show the
| Certificate of Sponsorship to Jackie Weeks. You're free to enter the race,
| which completes the mission and unlocks the next one: "Win the Dusty 8".
____________________________________________________________________________
|============================================================================|
| MUTANT BASH TV [0504] |
|============================================================================|
| |
| > Make it through Mutant Bash TV alive |
| |
| "Let me guess. You need a sponsor? Sure I'll sponsor you. You just need to |
| make it through my show alive. The game is simple, kill or be killed. Make |
| it to the end of my little arena and you win. Give me a good show, and |
| I'll give you a Sponsorship Letter." |
| |
| Rewards: Money, Certificate of Sponsorship, Collector Card: J.K. Stiles |
| Unlocks: "Win the Dusty 8" |
|____________________________________________________________________________|
'============================================================================'
.----------------.
| Mutant Bash TV '------------------------------------------------------------
|
| As JK Stiles mentions, the premise of Mutant Bash TV is simple: kill or be
| killed. You against them. Survival of the fittest. Listen to the
| announcements made over the loudspeakers and head through the doors into the
| arena.
|
| Equip your Combat Shotgun for this competition. You begin in the Chamber of
| Laughs, where various Mutants attack. At first, Club Mutants drop down from
| the balconies and chase after you. There is no cover, so stand back and plug
| them with some shotgun shells.
|
| Next up, pipes descend from the ceiling as more Club Mutants and some Dagger
| Throwers emerge. The latter tend to stand back and chuck daggers at you, so
| either run up and blast them or use your Assault Rifle. When four towers
| spring from the ground, take out your Assault Rifle and shoot at the four
| Scoop Mutants that hurl fireballs at you. Lastly, a few regular Mutants
| crawl out from the bottom of the towers as a final threat.
|
| At each stage of Mutant Bash TV, you are rewarded with money based on your
| accuracy, number of kills, and time spent. At the end of most challenges,
| you can stock up on ammo and Bandages before moving on. Grab the [FATBOYS],
| [STEEL AR ROUNDS], and [BANDAGES] before stepping on the elevator.
|
| The second challenge is Monkey Business. A spinning gorilla statue equipped
| with sharp blades moves around the arena. This can actually be used to your
| advantage when battling Mutants, since they are stupid enough to run into it
| if in their way. There is no ammo pickup at the end, so run through to the
| next chamber: One Armed Mutant.
|
| B-b-b-bonus round! You are trapped behind a guardrail, facing a large slot
| machine. You must shoot the target on each wheel to make it stop. Aim for
| the money signs and watch out for the skull and crossbones, which means more
| Mutants. You are only offered one mistake, so the game continues until you
| hit a skull and Club Mutants pour into the room.
|
| Exit the room and take the [BANDAGES] and [BUCKSHOTS] from the counter. The
| third challenge, Shipwreck Cove, features more Mutants and floor spikes.
| Spikes can pop up anywhere on the floor, save for the circular platform in
| the center. There are four pipes in each corner that deploy Club Mutants and
| Dagger Throwers.
|
| Stay in the center and rotate to each pipe, blasting each of the Mutants.
| You aren't trapped in the center island, so feel free to stray out in the
| open to save time and help get under par. As with the spinning gorilla, the
| spikes can also help take out Mutants if they get in the way.
|
| For the final challenge, the Gladiator Challenge, you go one-on-one with a
| Kraken. This monstrous foe has a tentacle for an arm and uses it as a
| vicious whip. It can also use a nasty charge attack that can deal a bit of
| damage, but it's also easy to dodge.
|
| Switch out the Combat Shotgun for the Settler Pistol or Assault Rifle,
| because you will want to stay as far away from this as possible. Fatboys
| work real well, and you should have a nice amount from earlier on in the
| break room. Dodge its battering ram each time and retaliate with a few
| Fatboys to the cranium. Eventually, it will fall.
|
| Leave the room and head down the stairs. Go down the hallway and make sure
| to take the [COLLECTOR CARD: SCOOP MUTANT] on the dumpster to the left
| before exiting.
|
| That's a wrap! A scorecard accumulating all your challenge efforts is shown,
| such as average accuracy, total kills, and total time. If you earned more
| than $750, then you also unlock the "Bringin' Home the Bacon" Achievement.
|
| JK Stiles is thrilled, proclaiming that you were the best contestant in
| months, and happily hands over the [CERTIFICATE OF SPONSORSHIP], as well as
| the [COLLECTOR CARD: JK STILES]. Now you can rejoin the "Dusty 8
| Sponsorship" mission.
|
| You can also take a stab at Mutant Bash TV once more in the "The Re-Run"
| sidequest. Like "Sally's Bounty", you can participate in this mission as
| many times as you want to and it never vanishes from your job menu. It's a
| great way to earn cash fast, though I recommend that you come back later and
| complete it - the difficulty is amped up the second time around.
____________________________________________________________________________
|============================================================================|
| WIN THE DUSTY 8 [0505] |
|============================================================================|
| |
| > Win the Dusty 8 Sponsored Event |
| |
| "I hope you can drive as well as you shoot. I see you earned your |
| Sponsorship Letter. It's been a long time since JK had a driver in the |
| Dusty 8 Sponsored Event. Now go see Slim, and good luck to you. Win the |
| race, and that Cuprino is yours." |
| |
| Rewards: Cuprino |
| Unlocks: - |
|____________________________________________________________________________|
'============================================================================'
.-----------------.
| Win the Dusty 8 '-----------------------------------------------------------
|
| Head over to Slim at the admissions gate and select the "Sponsored Event" to
| begin the Dusty 8.
|
| The Dusty 8 is featured on the same race course as the Time Trial in the
| "Arming Your Buggy" mission. It is a short track that features multiple
| Boost Canisters along the way. There are four total competitors including
| yourself, so it's not exactly a long list of opponents.
|
| By completing the "Mutant Bash TV" mission, your buggy was automatically
| equipped with the Mutant Bash TV Theme, giving you the Mutant Bash Quick Use
| weapon. When used, a large shockwave emits from the vehicle and spreads
| forward, decimating any vehicle in front of you. Since this is a combat
| race, you can destroy enemy vehicles (they respawn) to slow them down and
| gain the upper edge.
|
| This is a really easy race, especially with the constant use of the Mutant
| Bash Quick Use weapon. You should win on your first try. By securing first
| place in the Dusty 8, you win [15 RACING CERTIFICATES]. Well, and the
| [CUPRINO], of course!
____________________________________________________________________________
|============================================================================|
| RESUPPLY THE WATCHTOWER [0506] |
|============================================================================|
| |
| > Deliver these Supplies to the Northern Guard Tower |
| |
| "The Northern Watch Tower needs to be resupplied, but the Bandits aren't |
| making it easy. Now that you've got a Cuprino, you need to run the |
| Supplies up to te men at the Northern Watch Tower. My men can't hold out |
| forever. Help my guys, and I'll give you a little something for your |
| effort." |
| |
| Rewards: $175 |
| Unlocks: "Destroy the Bomb Caches" |
|____________________________________________________________________________|
'============================================================================'
.----------------------------------------.
| Head North and West to the Watch Tower '------------------------------------
|
| Take your new ride out for a spin in the Wasteland. The Cuprino has mounted
| rockets and machine guns, so you can use either (press the Right Bumper to
| switch) for double the trouble! Drive north through the canyon into Shrouded
| Territory (there are a few Vehicle Jumps here that you can tackle). Aside
| from the standard Bandit Vehicle and turrets, RC Bomb Cars are also found
| driving through the canyon. They are small, fast, and generally hard to hit,
| so watch out.
|
| You soon end up in Scorcher Territory. Demolish a few more Bandit Vehicles
| as you approach a desecrate city, then proceed up the entrance ramp and
| continue down the highway. The Northern Watch Tower is just around the bend.
.--------------------------------.
| Give the Supplies to the Guard '--------------------------------------------
|
| There is a guard stationed near the entrance to the Northern Watch Tower...
| he is pretty hard to miss even without looking on the compass. Speak with
| Curtis and hand 'em over.
.-------------------------.
| Return to Sheriff Black '---------------------------------------------------
|
| That's really it; a pretty easy task. Now it's back to Wellspring from here.
| Even though it may be tempting, I wouldn't start exploring the area if I
| were you. Play it safe and backtrack to town and return to the Sheriff's
| office for your reward.
____________________________________________________________________________
|============================================================================|
| DESTROY THE BOMB CACHES [0507] |
|============================================================================|
| |
| > Destroy the Bomb Caches in the Shrouded Bunker |
| |
| "Those damn Remote Controlled Bomb Cars are really causing troubles in the |
| Canyon up North. One of my men uncovered the plans for the damn things. |
| Here, take this Schematic, build yourself some RC Bomb Cars, and use them |
| to destroy any bomb making caches. The Shrouded Bunker is at the Northern |
| end of the Canyon. Destroy the Shrouded Clan's Bomb Caches, and I'll make |
| it worth your while." |
| |
| Rewards: $225 |
| Unlocks: - |
|____________________________________________________________________________|
'============================================================================'
.-----------------------------------.
| Head North to the Shrouded Bunker '-----------------------------------------
|
| Sheriff Black gives you the [RC BOMB CAR SCHEMATIC] and a bunch of
| ingredients to aid you in your quest. Make any final preparations before you
| leave Wellspring, such as picking up ammo and supplies or stopping in and
| chatting with Sally to claim any bounty money.
|
| You are going back through the canyon towards the Northern Watch Tower, so
| the route should be fresh in your memory. You will reach the Shrouded Bunker
| before entering the Scorched Territory; it's a pretty big structure on the
| right side of the road, so it's not exactly easy to miss.
.-------------------------------------------.
| Use a RC Bomb Car to destroy Bomb Cache 1 '---------------------------------
|
| At the main entrance, you are treated to a Shrouded working on an RC Bomb
| Car: shooting at the weapon he's tinkering with will take both out in a
| large explosion. This will alert the other Shrouded and some RC Bomb Cars to
| your location. RC Bomb Cars drive up and explode on impact, dealing heavy
| damage, so make sure to destroy them before they get close enough; try an
| Assault Rifle or Combat Shotgun.
|
| Shrouded are much more intelligent than the other Bandit Clans you have
| faced before; they are quicker to use hide and often blindly fire to avoid
| exposing their head from behind cover. Most of them also use Assault Rifles
| and can be very dangerous.
|
| Duck behind the boxes where the first Shrouded was and take out your Assault
| Rifle to do work. There are a few Shrouded ARs on the upper balcony, but you
| must shoot them from afar since the entrance ramp is blocked. Once everyone
| is dead, follow the edge of the balcony to the far wall and pick up the
| [COLLECTOR CARD: RC BOMB CAR] off the balcony below the green window.
|
| It looks like you're sealed inside the foyer... that's where your RC Bomb
| Car comes in. Make a pair of cars, then assign them to your Quick Use Menu.
| I would save your game here, so you don't have to return to Wellspring and
| make more RC Bomb Cars in case you mess up.
|
| The first bomb cache is through the green door on the right. Pilot your RC
| Bomb Car through the slot underneath the green window (next to the Collector
| Card). The controls are just like a regular buggy, but keep watch of the
| signal strength: you will no longer be able to use the RC Bomb Car if it
| wanders off too far and you lose a signal. Drive through the slot and into
| the room on the right, then detonate it in the center of the bomb cache.
.-------------------------------------------.
| Use a RC Bomb Car to destroy Bomb Cache 2 '---------------------------------
|
| Blowing up the bomb cache also creates a huge hole in the wall that you can
| go through. Naturally, the explosion caused a bit of ruckus among the
| Shrouded, so they go check it out. Slay the pair of unlucky Shrouded that
| are on the other side of the crater and search their bodies for loot. Hit
| the green switch at the end of the path to activate the elevator.
|
| As the Shrouded Foreman continues to bark orders over the loudspeakers,
| sneak up on the Shrouded walking down the corridor and eliminate him with a
| Wingstick. Grab the [SMALL OBJECT] off the flor near him and head down the
| set of stairs to find two Shrouded repairing an elevator and several others
| unaware of your presence. This room is the atrium.
|
| Between these chaps and the ones farther inside the atrium, there are many
| enemies to watch out for. There's no way to completely sneak through, so I
| recommend taking out the first clump with a well-placed HE Grenade and going
| from there. Utilize your grenades when the Shrouded take cover and are hard
| to hit.
|
| Make sure to destroy all enemies before searching the place for loot. At the
| four-way intersection in the middle of the room, pick up the [STEEL AR
| ROUNDS] on the box in front of you. Turn to the right to face the semicircle
| door, then walk towards it. Facing the closed door, look to the left for a
| [COLLECTOR CARD: SHROUDED AR] on the ledge. Also don't forget about the [RC
| BOMB CAR] lying on top of the tire stack.
|
| Head down the passage and into the corridor up ahead. There is a bunch of
| items on the crate, including [2 SMALL OBJECTS], [HE GRENADES], and [STEEL
| AR ROUNDS]. There is another [SMALL OBJECT] on the floor next to the crate.
|
| Walking down the hallway, you should stumble upon a locked door tucked in
| the corner. Open it with a Lock Grinder to find a heaping helping of goods:
| [2 BANDAGES], [3 BEER BOTTLES], [HE GRENADES], [FATBOYS], [AUTHORITY MG
| ROUNDS], and your very own [AUTHORITY MACHINE GUN] to go along with it! If
| you purchased an Authority Machine Gun prior to finding this one, it turns
| into $500 instead.
|
| From the treasure room, continue through the hall to reach a pile of rubble
| blocking the gate. Instead, enter the pipe near the [BANDAGES] to enter the
| next room.
|
| As you walk forward, you'll stumble upon three Shrouded in the chamber on
| the left. You'll hear them complaining about their work schedule, which also
| sheds light on the location of the second bomb cache. Defeat these three,
| then look through the open window and take down the two at the work station
| below. Time to comb the area.
|
| There is a lot of loot to be obtained here. First, pick up the [2 EXPLOSIVE
| PACKS] and [SMALL BATTERY PACK] inside the dumpster, then the [PISTOL
| ROUNDS] and [STEEL AR ROUNDS] on the right. Grab the [NANOTRITE CONDUIT],
| [TOOLS], [BUCKSHOT], [2 RC CAR KITS], [ELECTRICAL WIRE KIT], [SMALL OBJECT],
| and a [SMALL BATTERY PACK] from the work table.
|
| As for one of the more important collectibles, you can find a Collector Card
| in this area. Search the right side of the area to find a large pipe resting
| on the ground near some rubble. If you look inside the pipe, you can find
| the [COLLECTOR CARD: SHROUDED HEAVY] inside.
|
| The door ahead is locked for the time being, so explore the work station
| below. Eliminate any remaining Shrouded ARs down here and pick up all the
| loot: [2 FELTRITE CRYSTALS], [2 GAS LITERS], [2 SMALL OBJECTS], [3 RC CAR
| KITS], an [EXPLOSIVE PACK], [2 NANOTRITE CONDUITS], [TOOLS], and an [RC BOMB
| CAR]. Also, you may notice the second bomb cache through the green door.
|
| You can find a side room down here that contains [STEEL AR ROUNDS], [PISTOL
| ROUNDS], [2 SMALL OBJECTS], and a [KEY CARD]. You can use this Key Card to
| open the locked door above and enter the workshop.
|
| Slide the Key Card through the door to gain access and steal the [BUCKSHOTS]
| and [4 SMALL OBJECTS] off of the shelf. The Shrouded Foreman has found out
| about your earlier antics and informs everyone of the first bomb cache's
| destruction. Things start to heat up, so equip your Sniper Rifle and get
| ready for more Shrouded ARs.
|
| There are a total of [10 BEER BOTTLES] on the hand rail (looks like the
| workers weren't working too hard, eh?). It's a good idea to use your Sniper
| Rifle and snipe all the Shrouded from the upper level; that way you do not
| have to go down the stairs and confront them head-on.
|
| Run downstairs once it's safe and pick up the [PISTOL ROUNDS], [STEEL AR
| ROUNDS], [3 BEER BOTTLES], [3 FOOD CANS], [SMALL OBJECT], [3 EXPLOSIVE
| PACKS], [4 SMALL BATTERY PACKS], [ELECTRICAL WIRE KIT], [TOOLS], [ELECTRICAL
| WIRE PACK], [3 RC CAR KITS], [2 NANOTRITE CONDUITS], [STEEL-TIPPED BOLTS],
| and [3 RC BOMB CARS]. That's a lotta loot!
|
| There is an open hatch underneath the staircase that you can insert an RC
| Bomb Car. Drive it through the ventilation shaft and into the huddle of
| bombs, then let her rip.
.-------------------------------------------.
| Use a RC Bomb Car to destroy Bomb Cache 3 '---------------------------------
|
| The resulting explosion allows you to spill out into the previous room. More
| Shrouded have entered the room, so hide behind the boxes and deal with them.
| As you go up the stairs, watch out for the Shrouded Heavy and his shotgun.
| Begin backtracking through the bunker as you fight more panicked enemies.
|
| When you reach the room atrium, the elevator that was previously being
| worked on goes kaboom. A window also opens up, revealing a Shrouded manning
| a mounted turret. Stay back behind cover and snipe him from safety, then
| sit back and take down the others.
|
| The Shrouded Foreman hits the panic button and decides to send in a new line
| of defense: a Shrouded Minigun. This hulking beast of a man is covered head
| to toe in armor and carries around a huge minigun. Taking cover is
| paramount, because his minigun can tear you to shreds in seconds.
|
| He is flanked by two Shrouded ARs: tossing an HE Grenade kills both of them
| and damages the big guy. Next, use your Sniper Rifle and take the occasional
| headshot while peeking out from the side of your cover. He should go down in
| less than ten direct hits.
|
| Search the bodies and exit the atrium through the new gate. Just what you
| need: a second Shrouded Minigun! Yes, a second one is protecting the final
| bomb cache at the bottom of the stairs. Since the room isn't as large as the
| atrium and is more bare, you may want to retreat to the atrium and repeat
| the strategy used on the first guy. Otherwise, you can take cover and blow
| him out of the water using HE Grenades: about three direct hits will do the
| job.
|
| Grab the [2 RC BOMB CARS] on the table and drive one into the shaft on the
| right. Follow the trail all the way to the bombs; your signal strength will
| be really low at the end, but still enough to control the car.
.-------------------------------------.
| Take the Lift and escape the Bunker '---------------------------------------
|
| Now that your job is complete, all that's left to do is escape with your
| life. Run through the opening and activate the lift. Most of the remaining
| Shrouded would rather save their own lives than attack you, so many run
| up the stairs and completely ignore you. Others are still stationed at their
| posts and fight to the end.
|
| The lift moves at the speed of molasses, so you must protect yourself from
| incoming enemy fire as you make your ascent. There are a few boxes you can
| hide behind when fighting enemies; try to look up the shaft to figure out
| the location of the remaining enemies so you can figure out which way to
| look.
|
| You are basically out of harm's way once the lift stops.
.---------------------------------------.
| Tell Sheriff Black about your success '-------------------------------------
|
| Get off of the lift and onto the walkway. A few Shrouded run onto the lift
| to stop you, however the lift rumbles and plummets down the shaft. A few
| final enemies lie ahead, so deal with them and go through the red-tinted
| door at the end of the sewage pipe.
|
| You spill out into the Wasteland, right next to your buggy. Drive back to
| Wellspring and get your reward money from the Sheriff.
|
| > Well this little Sheriff mission chain has come to an end, which is why
| he does not give you a new quest. Now you begin the mission "The Mayor
| Calls" and start the Mayor mission chain.
____________________________________________________________________________
|============================================================================|
| THE MAYOR CALLS [0508] |
|============================================================================|
| |
| > Visit Mayor Clayton in Wellspring |
| |
| "You in high demand around here. Word is that Mayor Clayton is looking for |
| you. He's right across from my Garage in his Office. So you better go see |
| Mayor Clayton soon." |
| |
| Rewards: - |
| Unlocks: "Feltrite Crater" |
|____________________________________________________________________________|
'============================================================================'
.-----------------.
| The Mayor Calls '-----------------------------------------------------------
|
| Saunder on over to the Mayor's pad to receive a new mission - you should
| know where it is by now. Mayor Clayton wants you to investigate a Bandit-
| infested crater some way away; from the sound of it, they are trying to
| refine pure Feltrite, and apparently that's considered to be general
| tomfoolery by the Mayor so he wants their activity stopped.
____________________________________________________________________________
|============================================================================|
| FELTRITE CRATER [0509] |
|============================================================================|
| |
| > Find a Sample of the Bandit's experiments with Feltrite in the Crater |
| |
| "Bandits been digging in a Crater North of here, and rumor has it they're |
| refining pure Feltrite. I need you to get me a Sample of whatever the |
| Bandits are doing with that Feltrite, and I need you to get it back here |
| fast! It's a long drive through some mighty dangerous areas. So restock |
| before heading out. Bring me back a Sample, and I'll see you're generously |
| rewarded." |
| |
| Rewards: $200 |
| Unlocks: "Feltrite Sample" |
|____________________________________________________________________________|
'============================================================================'
.-----------------------------------.
| Head North and East to the Crater '-----------------------------------------
|
| Jump in your Cuprino and drive through Shrouded Territory, past the Shrouded
| Bunker. Some vehicles ambush you as you enter Scorcher Territory. Defeat
| them all and take the entrance ramp on the right, which eventually takes you
| to the crater entrance. Smash a few turrets in the way and drive down to the
| large drilling complex.
|
| Shoot the two Shrouded at the entrance and grab the [2 BEER BOTTLES], [2 OIL
| LITERS], a [SMALL OBJECT] and [2 GAS LITERS]. Two more Shrouded ARs jump out
| of an opening as you step onto the catwalk. They are the final enemies here.
.--------------------------------.
| Activate the Feltrite Refinery '--------------------------------------------
|
| Once the coast is clear, walk to the center of the structure and flip the
| yellow switch.
.---------------------------.
| Grab the Refined Feltrite '-------------------------------------------------
|
| A compartment opens up next to the switch, revealing a [FELTRITE SAMPLE].
| Retrieve it.
.------------------------------------.
| Take the Feltrite to Mayor Clayton '----------------------------------------
|
| With the prize in hand, you can now return to Wellspring. It won't exactly
| be a cakewalk, as Shrouded are aware of your thievery. One pops up nearby,
| so put a hole in him and exit the rig. Back near the little guard post, walk
| to the open shipping container and step inside. It's really dark, but if you
| walk to the back you can find a [COLLECTOR CARD: SHROUDED MINIGUN].
|
| Return to your vehicle and make your way back to Wellspring. You can expect
| more hostile buggies along the way. Mayor Clayton will be ecstatic over your
| findings.
____________________________________________________________________________
|============================================================================|
| FELTRITE SAMPLE [0510] |
|============================================================================|
| |
| > Take the Feltrite Sample to Kvasir |
| |
| "Whatever you've got there can't be safe. That's for sure. Old man Kvasir |
| is a hermit that lives up North. Take that Feltrite Sample to him and see |
| what he says. He's a pretty smart guy, but he doesn't take to strangers |
| just popping in on him. So I'll let Kvasir know you're coming. Come back |
| as soon as Kvasir's figured out what those Bandits were up to." |
| |
| Rewards: $200 |
| Unlocks: "The Wellmaster" |
|____________________________________________________________________________|
'============================================================================'
.---------------------------------------.
| Head North and West to Kvasir's Chasm '-------------------------------------
|
| Take your Cuprino out north and head back to Scorcher Territory, near the
| entrance ramps. More Bandit Vehicles attack, with some of them using Homing
| Rockets (watch out!). Drive underneath the ramp on the left and follow the
| dotted line on your radar to reach Kvasir's Chasm.
.------------------------------------.
| Use the Com. Box to contact Kvasir '----------------------------------------
|
| Disembark and walk towards the bridge leading to Kvasir's Lab. You can find
| a [DESERT SPORE] in the grass between the bridge and the Stanley Express
| Mailbox and a [COLLECTOR CARD: SENTRY BOT] to the left of the mailbox,
| leaning against a rock ledge.
|
| Use the Com. Box next to the bridge to inform Kvasir of your arrival.
.-----------------------------------------.
| Cross the bridge and enter Kvasir's Lab '-----------------------------------
|
| With the bridge extended, walk across and ride the elevator to the lab.
.---------------------------------.
| Give Kvasir the Feltrite Sample '-------------------------------------------
|
| Doctor Kvasir has a pretty interesting-looking laboratory. The dude himself
| is riding a giant mechanical arm device! Place the Feltrite Sample on the
| table in front of you.
.----------------------------------------.
| Let Kvasir analyze the Feltrite Sample '------------------------------------
|
| Kvasir uses his lab gadgets to dissect and analyze the Feltrite Sample. He
| even takes the time to analyze you, as well: the doc recognizes your
| Defibrillator and suggests that you go to the Dead City and upgrade it. You
| don't have a choice, so you must accept and complete this mission before you
| get the Feltrite Sample back.
|
| When you have completed the "Defibrillator Upgrade" mission, Dr. Kvasir
| analyzes the sample and suggests you bring it back to Mayor Clayton.
.----------------------------------------------.
| Take the Neutralized Sample to Mayor Clayton '------------------------------
|
| Exit the doc's laboratory and drive back to Wellspring. Give the Mayor the
| Neutralized Sample to finally complete the mission.
____________________________________________________________________________
|============================================================================|
| DEFIBRILLATOR UPGRADE [0511] |
|============================================================================|
| |
| > Find the Defibrillator Upgrade in the Dead City |
| |
| "The Dead City is well-named place as you will soon see. In the middle is |
| a Hospital, one I was proud to work in until the research took a decidedly |
| twisted turn. I didn't see everything that was done there, but I heard |
| rumors and then they build the wall. Now the only way into the City is |
| through the Sewers outside the wall. The Defibrillator Upgrade will be |
| found in the Hospital. You make it back in one piece, and I'll install |
| that Defibrillator Upgrade." |
| |
| Rewards: Defibrillator Upgrade |
| Unlocks: - |
|____________________________________________________________________________|
'============================================================================'
.-------------------------------------------------.
| Locate the Dead City Sewer Entrance to the East '---------------------------
|
| This mission is a doozy, so stopping back at Wellspring for supplies ain't
| such a terrible idea. When you are ready, return to Scorcher Territory and
| get out of your buggy near the entrance ramp on the right. Walk underneath
| it and follow the trail to the sewers. The [COLLECTOR CARD: ENFORCER] is
| lying on the ground to the right of the sewer entrance.
.-----------------------------------------------------.
| Search for the Saint Vita Hospital in the Dead City '-----------------------
|
| The ominous music and, more importantly, the loud rumblings above do not
| help your nerves as you traverse down the Dead City Streets. Try to keep
| your composure and walk down the path. Take down the Club Mutants that
| emerge from the ground and search the dead body for [2 ANTISEPTIC FORMULA]
| and [STEEL BLADES]. Eventually, the quakes stop, but not before an unknown
| entity emitting a frightening roar. That can't be good.
|
| Exit the streets and grab the [BUCKSHOTS], [PISTOL ROUNDS], [HE GRENADES],
| [FATBOYS], [STEEL AR ROUNDS], and [AUTHORITY MG ROUNDS]. You can tell when a
| portion of a game is going to be difficult when the game stocks you with
| boatloads of ammo in preparation! Walk upstairs to view the Dead City and
| also catch a glimpse of the noisemaker you are going to be facing soon.
|
| Club Mutants and Dagger Throwers show up as you continue onto the streets
| outside. However, they are soon overshadowed by the entrance of an aptly-
| named Large Mutant.
|
| The Large Mutant wields a grenade launcher that can put a dent in your
| health, although the grenades deal very little splash damage, forcing the
| mutant to land a direct hit (which should be difficult if you move at all
| during the fight). Don't worry about the other Mutants too much, as they
| will likely perish from the grenade fire. Toss HE Grenades at the Large
| Mutant's feet and target his head with your Assault Rifle, and he will fall
| surprisingly fast.
|
| Go through the metal fence and pick up the [TURRET BARREL] and [2 OIL
| LITERS] before heading up the staircase. As you enter the building, a giant
| hand smashes through the ceiling and rummages around. Wait for it to go away
| before walking past.
|
| There are a lot of items in the next two rooms: [3 BOOKS], [BUCKSHOTS],
| [PISTOL ROUNDS], a [SMALL OBJECT], [STEEL AR ROUNDS], and [SNIPER ROUNDS].
| The windows are all boarded up, but Mutants begin tearing them down from the
| other side. Once they bust through, greet them with your Combat Shotgun for
| an easy victory. Go through the hole in the wall to get out of the building.
|
| Take the [BOOK] off of the yellow dresser outside and take out your Sniper
| Rifle: two Scoop Mutants are positioned in buildings across the way and toss
| fireballs at you. Snipe both and make your way towards the same building.
|
| Fend off some Mutants near the staircase leading up to it. Down here, there
| is a pipe with a [BEER BOTTLE] resting on top; you may have noticed a Mutant
| come out of here just before. If you pilot an RC Bomb Car through the pipe,
| you emerge inside a secret room. Drive over to the red gas canisters next to
| the boarded-up door and detonate the car. This'll come in handy in a bit...
|
| Inside the building, take the [SMALL OBJECT], [CLOTH RAGS], [BOOK], and
| [NANOTRITE CONDUIT]. Enter the stairwell to locate an [RC CAR KIT] and a
| [SMALL BATTERY PACK] at the bottom. The flaming doorway is the remains of
| what you blew up with the RC Bomb Car, giving you access to a secret room.
|
| Walk through the wreckage to find [PISTOL ROUNDS] [STEEL-TIPPED BOLTS], [3
| SMALL OBJECTS], [FATBOYS], [BUCKSHOTS], [NANOTRITE CONDUITS], [2 SMALL
| BATTERY PACKS], an [RC CAR KIT], [OIL LITERS], [ELECTRICAL WIRE KIT], and
| lastly, a [COLLECTOR CARD: LARGE MUTANT]. Proceed back up the stairwell and
| make your way to the plaza.
|
| As you go head-to-head with a Kraken in the plaza, take out your Combat
| Shotgun and try using some Pop Rockets on it from a safe distance. If you're
| out of that specific ammo, go with the Assault Rifle instead. The Kraken has
| a couple powerful attacks, but you can avoid them if you continuously sprint
| out of the way. Next, investigate the gruesome room the Kraken burst out of
| for the [COLLECTOR CARD: KRAKEN]. How appropriate.
|
| Walk to the far end of the plaza and head down the catwalk to the lower
| level. You catch another glimpse of the big ol' Mutant roaming around, and
| it looks just as unpleasant as the first couple times.
|
| At the bottom, hit the switch on the wall to turn off the power in the
| storeroom. Grab the [BUCKSHOTS], [PISTOL ROUNDS], [STEEL AR ROUNDS],
| [STEEL-TIPPED BOLTS], [4 SMALL OBJECTS], [4 FOOD CANS], [ELECTRICAL WIRE
| KIT], and [HARDWARE PACKET] and pull the lever at the circuit breaker in the
| corner.
|
| As you wait for the green lights to turn on, various Mutants enter the
| storeroom. Fight them off and wait until the circuit breaker is fully
| functioning, then follow the wire to the first switch and yank it to open
| the nearby gate.
|
| A slime-filled subway terminal is down below, as you also encounter a Slime
| Mutant for the first time here. They are tougher than normal Mutants and can
| take three or four Combat Shotgun blasts. Watch out for their slime spit
| attack and use the shotty to put 'em down. You can loot Slime Mutants, and
| every one carries a [MUTANT ADRENAL GLAND], a rare ingredient. Open the
| shining door to reach Dead City Central.
|
| You end up inside a desecrate mall. At the start, turn to the left to locate
| a [COLLECTOR CARD: SLIME MUTANT] on the table. Grab the [2 BEER BOTTLES] in
| the food court and use a Lock Grinder to open a storage room. Take the
| [ORDNANCE PACK], [HARDWARE PACKET], [3 FOOD CANS], [PINKIES], [BUCKSHOTS],
| [STEEL AR ROUNDS], [FATBOYS], and a [TURRET BARREL].
|
| There is another switch/circuit breaker combo that you need to activate, but
| the circuit breaker is behind a closed gate. You can use an RC Bomb Car to
| drive through a hole in the gate, but it's better to save your inventory and
| shoot the gas canisters through the gate. The resulting explosion creates a
| hole in the wall next to where you found the Slime Mutant Collector Card.
|
| Go inside the store, pick up the [BUCKSHOTS], [STEEL-TIPPED BOLTS], [PISTOL
| ROUNDS], [FATBOYS], [STEEL AR ROUNDS], a [SMALL OBJECT], and [2 BOOKS]. Turn
| on the circuit breaker in the back room and leave the store to confront a
| Slime Mutant. Kill it and flip the switch in the food court to gain access
| to the escalators (more Mutants appear as the gate slowly opens).
|
| Walk down the escalator to the bottom floor. Ignore the subway entrance, for
| it is sealed off, and proceed outside instead. There are some [BUCKSHOTS],
| [STEEL-TIPPED BOLTS], and [STEEL AR ROUNDS] lying near a ledge that you must
| slide down to reach the next area.
|
| Down on the ground, defeat the Club Mutants and weave through the destroyed
| cars to dodge their attacks. An open door can be found to the right of the
| ledge you slid down from, tucked away in the corner. Climb the stairs and
| follow the walkway into the slums.
|
| Maneuver around the junk and huts to find a lone Mutant with its back turned
| to you. Finish him off, which will likely call the attention of more foes.
| Proceed down the trail towards some more Mutants and climb the staircase to
| reach the hospital entrance.
.------------------------------------------------.
| Find the Defibrillator Upgrade in the Hospital '----------------------------
|
| If you have one, use a Lock Grinder on the door to the left and grab the
| [TOOL], [SMALL BATTERY PACK], [2 GAS LITERS], [FELTRITE AR ROUNDS], [HE
| GRENADES], [BANDAGES], [STEEL AR ROUNDS], [BUCKSHOTS], and [4 FELTRITE
| CRYSTALS]. To reach the hospital, take the stairs on the right.
|
| Save your game here. Walk through the room to the far end and head down the
| stairs. A [ROCKET LAUNCHER] is found underneath the staircase, as well as a
| machine that repeatedly deploys [HE ROCKETS]. You're gonna need all the
| ammunition you can get for the upcoming boss battle...
|
| > BOSS: Giant Mutant
| The skyscraper-sized Mutant that's been walking around the Dead City
| finally has his sights set on you, and it couldn't have come at a better
| time. The Giant Mutant follows a very basic attack pattern. He grabs a
| boulder and chucks it at you, during which a panel on his stomach glows.
| It only appears for a split second before he releases the rock, so you
| have a small window to target it with your Rocket Launcher.
|
| Make sure you are standing at the edge of the building when firing at the
| panel on the boss's chest; if you are on the upper ledge, you'll be too
| far away and you won't get the shot off in time. Once you score a hit, the
| Giant Mutant approaches the window and tries to swipe at you.
|
| There is a dark corner on the right side of the room that protects you
| from all melee attacks; it is across from the stairs. If you crouch in
| this spot, the Giant Mutant cannot reach you with his fists.
|
| After rummaging around a bit, the boss tilts his head and exposes his
| brain. Shoot it with an HE Rocket to deplete some of his health. Zooming
| in takes a second or two, and you are close enough that you do not have to
| do so. The Giant Mutant goes back to throwing boulders, so repeat the
| strategy once more. You have to do this a total of three times to slay the
| Giant Mutant. If you run out of HE Rockets, the machine hands out more.
|
| Enter the doorway on the left side of the room and grab the [PISTOL ROUNDS],
| [AUTHORITY MG ROUNDS], [BUCKSHOTS], [FATBOYS], and [HE GRENADES]. Head down
| the stairs, take the [BANDAGES], [CLOTH RAGS], and [2 ANTISEPTIC FORMULAS]
| as you continue your descent into the hospital basement.
|
| Kill the one Mutant inside the bottom room and round the corner to appear
| inside a completely bloodied hallway. Walk through, defeat the Mutant and
| Slime Mutant, and search the area for a [SMALL OBJECT], [ANTISEPTIC FORMULA]
| and [CLOTH RAGS].
|
| Go up the escalator to the hospital foyer, where a Slime Mutant is roaming
| around. Kill him, then the Scoop Mutant on the balcony. The foyer contains
| [CLOTH RAGS], a [SMALL OBJECT], and [3 BOOKS].
|
| Walk over to where the Scoop Mutant was and up the escalator to the second
| floor. Follow the walkway to another Slime Mutant; deal with him accordingly
| before entering the hallway on the right. Follow the sign to the MRI and
| go through the door that opens up for you. The same door closes behind you,
| sealing you inside.
|
| Comb through the room for [2 ANTISEPTIC FORMULAS], [CLOTH RAGS], [BANDAGES],
| a [NANOTRITE CONDUIT], [TURRET BARREL], and [ELECTRICAL WIRE KIT]. The
| [DEFIBRILLATOR UPGRADE] you have been longing for is also on a desk beneath
| a row of x-rays.
.------------------------------------------.
| Take the Defibrillator Upgrade to Kvasir '----------------------------------
|
| Various Mutants storm the room, so use your Combat Shotgun on them and run
| through the hole they created. Run down the stairwell to the bottom and
| follow the hall to the other end. You can locate a [HARDWARE PACKET] and
| [2 CLOTH RAGS] here.
|
| Exit the hospital to conveniently end up right at the entrance to the Dead
| City. Walk down the ramp and open the sewer door to end up back at Scorcher
| Territory. What a long and tedious journey.
|
| Return to Dr. Kvasir with the Defibrillator Upgrade and he will install it
| into your system. Now you can use the Defibrillator twice before needing to
| recharge.
____________________________________________________________________________
|============================================================================|
| THE WELLMASTER [0512] |
|============================================================================|
| |
| > Check on Carlson in the Wellmaster's Office |
| |
| "Hear that? It's the Well alarm again. Carlson is always jumping the gun. |
| It's probably just another false alarm. Go check it out. Carlson can be |
| found in the Well Manager's Office in the front courtyard. Still, would |
| you mind checking what the problem is?" |
| |
| Rewards: - |
| Unlocks: "Hijacked Well" |
|____________________________________________________________________________|
'============================================================================'
.----------------.
| The Wellmaster '------------------------------------------------------------
|
| Well, you heard the man. Wellmasters is the building next to the Mayor's
| office, and it is finally open, giving you access. Open the front door and
| follow the damp hallway to Carlson. He tells a story of Bandits raiding the
| well and threatening to poison the water supply, and he wants you to help
| eradicate them and dispel the threat.
____________________________________________________________________________
|============================================================================|
| HIJACKED WELL [0513] |
|============================================================================|
| |
| > Stop the Ghost Clan from poisoning the Well |
| |
| "I was in the Well inspecting some equipment when the Ghost Clan started |
| ransacking the place. I barely made it out alive, and now they are |
| threatening to poison the water supply with some Toxin and you can't let |
| that happen. Here take these Electro-Bolts, if you see bandits standing in |
| water then shoot the water for a shock. Get that Toxin to me, or we're all |
| as good as dead." |
| |
| Rewards: $200 |
| Unlocks: "Talk to Carlson" |
|____________________________________________________________________________|
'============================================================================'
.------------------------------.
| Enter the Well in Wellspring '----------------------------------------------
|
| Carlson fixes you up with some Electro-Bolts, a new ammo type for your
| Striker Crossbow. These bolts are surging with electricity and can be used
| in conjunction with pools of water to create fatal booby traps. Enter the
| well next to Carlson to begin the quest.
.---------------------------------------------.
| Stop the Ghost Clan from poisoning the Well '-------------------------------
|
| The Ghost Clan is back, so expect to be fighting against quiet, stealthy,
| and nimble competition. Talk to Jerry in front of you and raid his partner's
| dead body, then equip the Striker Crossbow with your new ammunition. A Ghost
| duo is around the corner, conveniently crouched in a pool of water. Walk to
| the balcony overlooking their position and shoot the water with an Electro-
| Bolt to fry 'em both.
|
| There is a small room next to the two Ghosts that contains another set of
| Ghost ARs. You can use a cooked HE Grenade to surprise the bunch and finish
| them all off in one fell swoop. Go in the room and raid the place for [HE
| GRENADES], [2 OIL LITERS], [2 FOOD CANS], and an [ELECTRICAL WIRE KIT].
|
| Exit back to the main hall and walk forward. Defeat the single Ghost
| Bonestick in front of you. The path splits to the right, leading towards a
| locked door an a ladder. First, continue past it to find [SMALL GEARS] on an
| AC unit, then go back to the door.
|
| Climb the ladder next to the door and go around the corner. Crouch as you
| head into the next room, since there are some Ghost ARs and Ghost Pistols
| below you. Approach the ledge and take them out, then proceed down the steps
| and loot all the bodies.
|
| At the fork, turn left to locate a locked door. Use a Lock Grinder on it to
| find [WINGSTICKS], [STEEL AR ROUNDS], [PISTOL ROUNDS], [FATBOYS], [2 FOOD
| CANS], [2 OIL LITERS], and a [SMALL OBJECT].
|
| Back at the intersection, head down the other path to emerge in a large room
| with a structure in the middle. You are ambushed by Ghosts here, so back up
| into the once-locked room. Blast the Ghost Bonestick that runs towards you,
| then stay back in this room and snipe the Ghost AR across the way.
|
| Go inside the room now, which is made up of catwalks and walkways. Follow
| them to the right, shooting any Ghost Bonesticks that drop down from above,
| until you reach a doorway just above where you entered.
|
| The next room is a gruesome sight, as this appears to be the place where the
| Ghosts dispose of all the innocent workers they've slain. You can surprise
| the bad guy above you as he tosses more dead bodies in the pile. A few more
| Ghost Bonesticks show up once you walk to the center of the room. After,
| take the [PISTOL ROUNDS], [HARDWARE PACKED], and [SMALL OBJECT] off the
| shelf and move on.
|
| You now end up on the second floor of the previous room. Continue along the
| upper catwalk and shoot down more Ghost Bonesticks; they are pretty easy to
| defeat with the Combat Shotgun since the narrow walkways limit their
| movement. More Ghosts in the next room (including Ghost ARs), so take cover
| when battling them. Before leaving, grab the [5 SMALL OBJECTS], [2 OIL
| LITERS], and [BUCKSHOTS].
|
| Down below is a long corridor filled with columns. The armed Ghosts (Ghost
| Pistols, Ghost ARs) hide behind them and toss grenades while the Ghost
| Bonesticks run right towards you. You can flush them out with your own HE
| Grenades, or experienced snipers can take them out that way, since the
| narrow hallway doesn't give them much place to dodge your sniper rounds.
|
| Once every last foe is downed, enter the hallway and have a look around.
| While it is difficult to see at first glance, there is a ladder in the
| middle of the hall, on the left side. Climb up the ladder for [2 FOOD CANS],
| [2 WINGSTICKS], [GAS LITERS], [OIL LITERS], [FATBOYS], and a [COLLECTOR
| CARD: MINE]. The items are shrouded in darkness, so you may want to turn up
| your TV's brightness if you cannot find them.
|
| Exit the corridor and walk down the stairwell to find another corridor at
| the bottom. The Ghosts here have their backs turned, so the first strike is
| yours. Employ the same strategies in the previous room here, since the two
| spots are so similar.
|
| Walk down into the hallway and hang a right to enter another one. Kill the
| Ghost ARs inside for the gate at the end to open for you. Unfortunately, it
| turns out to be a trap: the gate closes once you enter the room, sealing you
| in a small chamber while Ghosts ARs attack from above. Toss a couple HE
| Grenades onto the balcony to defeat them, then turn your attention to the
| Ghost Bonesticks that charge you.
|
| The Ghost trap they've set up for you is tricky. There is a switch on the
| wall that opens up the exit, but any Ghost in the vicinity will run over and
| close it. There is seemingly a neverending wave of Ghosts that appear in
| this room, so it doesn't look like you can weather the storm.
|
| Flip the switch, then run up to the gate as it slowly opens. Here you have a
| good view of the staircase the Ghosts emerge from. While next to the gate,
| you can use Wingsticks, HE Grenades, or any other weapon to deter enemies
| from approaching the gate and closing it. Once it's high enough, crouch and
| squeeze underneath to escape.
|
| Collect the [2 FELTRITE CRYSTALS] in the cavern ahead, as you hear gunshots
| in the distance. Go up the stairs and stealth kill the unsuspecting Ghost
| and grab all the goodies nearby: [STEEL AR ROUNDS], [PISTOL ROUNDS] a [SMALL
| OBJECT], and [2 OIL LITERS].
|
| A man calls out for you and asks to join him. A friend! Approach Valder and
| escort each other to a firefight in the next room. The Ghosts have sealed
| themselves behind a gate, but you can still shoot at them through the gate.
| Aid Valder and his men in eliminating all the Ghosts: your Sniper Rifle is
| probably the best choice here. At some point, make sure to pick up the [POP
| ROCKETS], [BUCKSHOTS], and [COLLECTOR CARD: VALDER] lying on the crate past
| your allies.
|
| Once Valder's men get the gate open, storm the place. The Ghosts shouldn't
| be that hard to bring down now that you have sufficient backup. You can take
| the [GHOST TOXIN] from inside the metal structure in the center of the room
| to complete your task.
.------------------------------.
| Take the Toxin up to Carlson '----------------------------------------------
|
| Pull the lever at the back of the room and run back to the metal toxin
| container to ride to the top level. Go up the first set of stairs, grab the
| [PINKIES] in the dark alcove, then continue up to the surface.
|
| The people of Wellspring appreciate your heroics, so you can expect a lot of
| friendly faces as you patrol around town. Make your way back to Wellmasters
| and hand the Ghost Toxin over to Carlson.
____________________________________________________________________________
|============================================================================|
| TALK TO CARLSON [0514] |
|============================================================================|
| |
| > Check on Carlson in Wellspring |
| |
| Rewards: - |
| Unlocks: "Deadly Delivery" |
|____________________________________________________________________________|
'============================================================================'
.-----------------.
| Talk to Carlson '-----------------------------------------------------------
|
| Well, it's kind of hard to consider this an actual quest. The mission is
| called "Talk to Carlson", and you're already in front of Carlson, sooo...
____________________________________________________________________________
|============================================================================|
| DEADLY DELIVERY [0515] |
|============================================================================|
| |
| > Take the Toxin to Dr. Kvasir |
| |
| "I don't know what that Toxin is, but I know it isn't safe. Either way, we |
| can't let it fall into the wrong hands. It's a lot to ask, but can you |
| take the Toxin to Dr. Kvasir? He'll know what to do with it. Be careful, |
| and thanks again for your help." |
| |
| Rewards: - |
| Unlocks: "Secret Delivery" |
|____________________________________________________________________________|
'============================================================================'
.-----------------.
| Deadly Delivery '-----------------------------------------------------------
|
| I'm sure Dr. Kvasir knows what to do with the Ghost Toxin, so make his lab
| your destination. As the mission title implies, this won't be a smooth ride.
| Before you leave Wellspring, I highly suggest starting the side mission
| "Finding Feltrite" (go speak to Jacob in the Second Chance Bar).
|
| Upon leaving Wellspring, you encounter a Feltrite Tempest. This minigame
| allows you to collect a hefty amount of Feltrite Crystals, which are needed
| for the sidequest "Finding Feltrite".
|
| > A Feltrite Tempest is a storm where Feltrite Meteors rain down from the
| skies. For this first Feltrite Tempest, you have the chance to collect
| seven Feltrite Crystals. Watch as the meteors fall to the ground, trailed
| by a line of black smoke. Use your boost to catch up to the black meteors
| and collide with each one to collect it.
|
| After the Feltrite Tempest stops, pass into Scorcher Territory to get into
| another vehicle battle. These Bandit Vehicles are a lot tougher; they drop
| mines, use homing rockets, and protect themselves with shields. Once all
| four are scrap metal, drive over to Kvasir's Lab and have a talk with him.
|
| Kvasir says the ingredients found in the Ghost Toxin will allow him to
| complete his formula for Mind Control Bolts, another ammo type for your
| Striker Crossbow. Kvasir gives you a sample bunch and asks you to complete
| a task for him.
____________________________________________________________________________
|============================================================================|
| SECRET DELIVERY [0516] |
|============================================================================|
| |
| > Take the Mind Control Darts to Elizabeth Cadence in the Second Chance |
| Bar |
| |
| "This is an important day for the Resistance, my friend. Take these Mind |
| Control Darts, and find Elizabeth Cadence. She'll be waiting at the Second |
| Chance Bar in Wellspring. There's been trouble, and these will be needed. |
| You must hurry. Every minute counts." |
| |
| Rewards: - |
| Unlocks: "Liberate Captain Marshall" |
|____________________________________________________________________________|
'============================================================================'
.-----------------.
| Secret Delivery '-----------------------------------------------------------
|
| Along with the [SAMPLE MIND CONTROL DARTS], you also obtain [MIND CONTROL
| BOLTS], the [MIND CONTROL BOLTS SCHEMATIC], and various ingredients needed
| to make them.
|
| Dr. Kvasir says "every minute counts", but it really doesn't. There's no
| time limit associated with this mission, and there aren't even any enemies,
| so it is a simple trip to Wellspring. Once in the Second Chance Bar, go find
| Elizabeth on the far side of the bar.
____________________________________________________________________________
|============================================================================|
| TALK TO ELIZABETH [0517] |
|============================================================================|
| |
| > Talk to Elizabeth in Wellspring |
| |
| Rewards: - |
| Unlocks: "Liberate Captain Marshall" |
|____________________________________________________________________________|
'============================================================================'
.-------------------.
| Talk to Elizabeth '---------------------------------------------------------
|
| Like previously mentioned, Elizabeth is by herself at the bar. Upon talking
| to her, she leads you into a secret room and has an interesting coversation
| with you as well. This completes the mission, and also adds another to your
| list.
____________________________________________________________________________
|============================================================================|
| LIBERATE CAPTAIN MARSHALL [0518] |
|============================================================================|
| |
| > Rescue Captain Marshall from the Prison |
| |
| "Our leader, Captain Marshall, was taken prisoner. Can you help us? The |
| Authority has him in the old Prison up North and West of town. Here is a |
| Security Access Card that will get you through the Gate. Don't forget the |
| Mind Control Darts from Dr. Kvasir. We don't have a lot of time, find |
| Captain Marshall and get him out of that prison. Get to the Authority |
| Prison and bust Marshall out, or the Resistance is lost." |
| |
| Rewards: - |
| Unlocks: "Talk to Captain Marshall" |
|____________________________________________________________________________|
'============================================================================'
.------------------------------------------------------------.
| Head to the Authority Prison past the Northern Watch Tower '----------------
|
| Outfitters has a new selection of supplies and ammo, so it won't hurt to
| have a look. The AMG Laser Sight is a nice addition, as well as the Dynamite
| Bolts Schematic and Authority AV2x Rounds. The enemies in the Authority
| Prison are heavily armored, so armor-piercing ammunition such as the
| aforementioned and the Feltrite AR Rounds come in handy here.
|
| Make your way to Scorcher Territory and take the left entrance ramp towards
| the Northern Watch Tower. Another Feltrite Tempest phenomenon occurs, so
| follow the trail of Feltrite Meteors into the Southern Valley. Continue
| through the Southern Valley to reach the Authority Prison.
|
| Don't park your vehicle in front of the prison due to an Authority turret
| at the entrance; stop around the corner and hide behind the boulders on the
| left. Use your Sniper Rifle to shoot the Authority Enforcer manning the
| turret. There is a second Authority Enforcer in one of the towers flanking
| the turret, so down him as well. Like I mentioned before, the Authority are
| equipped with thick armor, so you may need two headshots to take one down.
|
| Once both targets have been neutralized, dash to the front gate and open it.
| There is an open hatch just past the gate that you can drop down into to
| enter the trenches; follow them to gain access into the Authority Prison.
.----------------------------------------.
| Find Captain Marshall and set him free '------------------------------------
|
| It is advised that you be stealthy for the duration of this mission, since
| you may often find your hands full otherwise. Snag the [SMALL GEARS] on the
| work bench before heading up the stairs and taking the [2 BEER BOTTLES] off
| the table. Go to the back room for a [HARDWARE PACKET], [2 BEER BOTTLES],
| [CLOTH RAGS], [BUCKSHOTS], [PISTOL ROUNDS], [3 FELTRITE POWER PACKS], and
| the [EMP GRENADE SCHEMATIC]. EMP Grenades are useful for disabling Authority
| equipment, and as such will be key weapons on your quest.
|
| Continue down the hall, grabbing the [ANTISEPTIC FORMULA] as you go, into a
| futuristic room. The strange object in the back of the room (next to the [2
| BEER BOTTLES]) is a Power Supply.
|
| Power Supplies, obviously, provide power to the prison and act as
| generators (it is supplying energy to the laser gate behind it). To destroy
| a Power Supply, you can either use an EMP Grenade, two Electro-Bolts, or
| quite a few melee attacks. If you are alone and out of danger, it's best to
| conserve ammo and pummel the machine to submission.
|
| As you go past the disabled gate, the automated loudspeaker becomes aware of
| the power failure at your location. Sneak forward and take the [HARDWARE
| PACKET] and [COLLECTOR CARD: POWER SUPPLY] from the shelf, then duck behind
| the pillar. An Authority Enforcer patrols the walkway above, so watch when
| and where you move.
|
| As he strafes back and forth, unaware of your presence, slide over to the
| second Power Supply and pistol whip it to kingdom come. Don't worry if you
| are spotted by the Authority Shield Guard on the other side of the gate.
|
| Notably, he carries a large shield that is impenatrable unless you use an
| electrical-based weapon, such as an EMP Grenade, Electro-Bolt, or Pulse
| Shot. You can bypass the shield and toss an HE Grenade as his feet, but it
| is near impossible to actually get behind him. You'll have to kill him
| after disarming the gate, so there's no avoiding the guy.
|
| Before going through the open gate, head down the stairs on the left and
| crouch inside the tiny alcove for some [FATBOYS], [STEEL-TIPPED BOLTS], and
| [BUCKSHOTS]. Three Authority Enforcers attack in the next room. There isn't
| much cover, so do your best and aim for the head to remove their helmets and
| temporarily stun them.
|
| You'll quickly notice that fighting the Authority is a challenge greater
| than anything you've faced before; taking cover is key, as well as using
| upgraded ammo types. If you've been coasting with regular ammunition on all
| your weapons (I admit to doing so), now is the time to change and use some
| of the beefed-up ammo types.
|
| Take the [2 BEER BOTTLES] in the room and raid the corpses you've created,
| then proceed through the doorway into the office. Take the [ELECTRICAL WIRE
| KIT], [2 FELTRITE POWER PACKS], and the [BEER BOTTLE]. Cook up some EMP
| Grenades if you haven't already. The Power Supply can be seen through the
| open window, so disable it and exit the office and through the laser gate.
|
| Take the [HE GRENADES] and [2 BEER BOTTLES] as you advance into the next
| room. You'll notice a slight wind storm as Authority Enforcers drop from the
| sky on jetpacks. Their jetpacks detach as they land, but you can shoot them
| while still on the target's back to instantly kill them. Otherwise, hide in
| the previous room and use powerful ammo to keep them at bay (I am
| particularly fond of the Striker Crossbow's Dynamite Bolts).
|
| Eliminate the Authority Shield Guard if you haven't already before searching
| the room. Check the open prison cell on the left for a [WATER PURIFIER],
| then disable the Power Supply to gain access to the next area. Get the
| [BUCKSHOTS], [PISTOL ROUNDS], and [HE GRENADES] ahead, then move along.
|
| Take the [SMALL GEARS], [ELECTRICAL WIRE KIT], and a [SMALL OBJECT] as the
| loudspeaker informs you that the automated security system is online. Turn
| around and look for a hole in the wall; crouch inside for a [TURRET BARREL],
| [SMALL BATTERY PACK], [ORDNANCE PACK], and [COLLECTOR CARD: GIANT MUTANT].
|
| An Authority Turret rises from the ground and scans the vicinity, so quickly
| duck behind the barrels. Authority Turrets cannot be destroyed by normal
| ammo, and if I'm not mistaken, electrical ammo either. The only way to
| disarm one is using an EMP Grenade or Pulse Shots. Throw an EMP Grenade at
| the first one to disable it and the Power Supply in the back corner.
|
| Another Authority Turret attacks in the next corridor. Chuck an EMP Grenade
| down the hall at it, then go inside. Grab the [OIL LITERS] in front of you
| and the [ELECTRICAL WIRE KIT] in the side path on the left before exiting.
|
| Take the [AUTHORITY AV2X ROUNDS] from the table and enter the next room.
| Unsurprisingly, another Authority Turret emerges and attacks. If you toss an
| EMP Grenade at the Power Supply next to you, you can disable the turret.
| Inside, grab the [AUTHORITY AV2X ROUNDS] and [2 FELTRITE POWER PACKS].
|
| Leave the room and destroy the Power Supply in the corner. Up ahead is a
| wide-open space with a balcony overhead, where Authority Enforcers and a
| Shield Guard drop down. Try stunning the group with an EMP Grenade, then
| blowing them up with a regular HE Grenade.
|
| Afterwards, enter the room in the back and on the left for some more
| [AUTHORITY AV2X ROUNDS], then destroy a second Power Supply to open up a
| laser gate. Ascend the stairs, pick up the [SMALL OBJECT], and continue into
| the open room. As soon as you enter the room, make a hard right to spot a
| dresser behind you on the right; you'll find a [COLLECTOR CARD: EMP GRENADE]
| here along with a [BOOK] and [AUTHORITY AV2X ROUNDS].
|
| Pick up the [CLOTH RAGS] and head into the doorway; several enemies search
| the area, so duck back behind the doorway and cook up an HE Grenade for
| them. Clear out any stragglers and comb the area: a [SMALL OBJECT] and [2
| BOOKS] are found on the right, and a [BEER BOTTLE], [SMALL BATTERY PACK],
| and [OIL LITERS] are all found on a table in the back corner.
|
| There is plenty more stuff to find up ahead as well: [3 BEER BOTTLES], a
| [SMALL OBJECT], [OIL LITERS] and a [BOOK] in the room on the left, and a
| [SMALL OBJECT], [AUTHORITY MG ROUNDS], and [2 FELTRITE CRYSTALS] outside the
| room on the right.
|
| Walk forward past all the goodies to reach a laser gate. Disturbing growls
| are coming from the distance, but hit the switch and lower the gate
| anyways. Interestingly, the switch also opens all the prison cells ahead, as
| Mutants escape and attack the Authority Enforcers. They probably won't be
| able to finish off the guards, so eliminate them once the Mutants fall.
|
| Enter the prison hall. None of the cells contain any valuables, but you will
| hear Captain John Marshall calling at you from the first floor. Pick up the
| [SMALL OBJECT], [STEEL-TIPPED BOLTS], and [2 BEER BOTTLES] as you descend to
| the first floor. Free Captain Marshall from his cell in the back corner
| using the switch on the wall.
.------------------------------.
| Help Captain Marshall escape '----------------------------------------------
|
| The Captain is currently unarmed, so protect him from the Authority that
| show up. Once the area is cleared, he will unlock a weapon crate and get his
| stuff back. Search the weapon crate yourself for the [COLLECTOR CARD:
| DROP SHIP] and follow Captain Marshall.
|
| There is a locked door nearby, so use a Lock Grinder if you have one. Inside
| is [AUTHORITY AV2X ROUNDS], [FATBOYS], 2 FELTRITE CRYSTALS], [WINGSTICKS],
| and the [COLLECTOR CARD: MARSHALL]. Don't want to miss out on that!
|
| Stay alongside Marshall as you move towards the courtyard. Just before
| exiting outside, grab the [AUTHORITY MG ROUNDS], [BUCKSHOTS], [FATBOYS],
| [AUTHORITY AV2X ROUNDS], and [ANTISEPTIC FORMULA].
|
| Captain Marshall has his own health bar now, so you will have to protect him
| as well as save your own hide. The quintessential escort mission. A few
| Authority Enforcers drop down from a balcony, so take them out and run to
| the center. Take cover and snipe the Authority Enforcer manning the turret.
|
| Always stay near the center, since baddies appear on the far end near the
| turret. Also watch the turret, since someone else may jump on and use it
| during the firefight. Your Sniper Rifle is your best friend here, since it's
| powerful and has an incredibly long range. Only push forward when you see
| the Captain do the same.
|
| Marshall runs up the stairs to a laser gate, then orders you to open it.
| On the ground level, run underneath the turret to locate [SNIPER ROUNDS],
| [AUTHORITY MG ROUNDS], [BUCKSHOTS], and [STEEL BLADES] in the alcove. There
| is also some [FATBOYS] and [BUCKSHOTS] inside a room on the right side of
| the courtyard.
|
| Climb up to the second floor via the staircase opposite the Captain and comb
| the place for items; there are [HE GRENADES], [POP ROCKETS], and an
| [ELECTRICAL WIRE KIT] in the back. Additionally, you can get some [AUTHORITY
| MG ROUNDS] and [AUTHORITY AV2X ROUNDS] in a storage crate near the top of
| the stairs.
|
| At the top of the stairs, peer towards the turret and into the room behind
| it. Throw an EMP Grenade into this room to disable the Power Supply found
| here; now the laser gates are lowered and you can continue. Now all you have
| to do is run past the turret and flip the switch to lower the gate next to
| Marshall. Why couldn't he have just followed you instead?
|
| Time to protect Captain Marshall again! A Drop Ship moves in and deploys
| more enemies for you. Luckily, you can use the turret here to give the
| Authority a taste of their own medicine; just watch the meter at the top so
| the turret doesn't overheat.
|
| Take out the Authority Shield Guards first, since their shields are
| impervious even to turret fire (aim for their unguarded shoulder/arm). This
| is also a great opportunity to earn the "Jetpacker" Achievement, which
| requires you to kill an Authority Enforcer while they are still on their
| jetpack.
|
| There are only two waves of enemies, and Marshall likely isn't done planting
| his charge once you kill all the Authority. Wait around until he's finished,
| then run through the doorway after the charge goes off. An untimely event
| featuring a busted elevator splits up the pair. Marshall escapes, but you
| must find a different way out of the prison.
.---------------------------------------------.
| Return to the Resistance Base in Wellspring '-------------------------------
|
| An Authority Enforcer kicks down the door next to you, so dispose of him and
| walk through. Looks like you've found your exit route! Enter the passage on
| the right for [2 OIL LITERS] and a [COLLECTOR CARD: SHIELD GUARD], then move
| down the hallway to reach the entrance to the Authority Prison. Crawl back
| through the trenches to your Cuprino and hightail it to Wellspring.
|
| Go inside the Resistance Base in the Second Chance Bar. Take the [COLLECTOR
| CARD: ELIZABETH] in the stairwell and meet up with the Captain and
| Elizabeth at the bottom.
____________________________________________________________________________
|============================================================================|
| TALK TO CAPTAIN MARSHALL [0519] |
|============================================================================|
| |
| > Talk to Captain Marshall in Wellspring |
| |
| Rewards: - |
| Unlocks: "Recover ID Drive" |
|____________________________________________________________________________|
'============================================================================'
.--------------------------.
| Talk to Captain Marshall '--------------------------------------------------
|
| You'll be seeing this "mission" a few times throughout the remainder of the
| game. Welp, he is right in front of you, so press A to complete the mission
| and get a rundown on the next one.
____________________________________________________________________________
|============================================================================|
| RECOVER ID DRIVE [0520] |
|============================================================================|
| |
| > Retrieve your ID Drive from your Ark |
| |
| "In this world, information is power. Each Ark survivor was assigned an ID |
| Drive, a micro drive with crucial Ark Program information, and I bet yours |
| is still in the Ark. We need that ID Drive, and you need to get it. The |
| Ark is just Northwest of the Hagar Settlement. But be careful, the |
| Authority is sure to be looking for the ID Drive too." |
| |
| Rewards: - |
| Unlocks: "Talk to Captain Marshall (2)" |
|____________________________________________________________________________|
'============================================================================'
.-------------------------------------------------.
| Return to the Ark North of the Hagar Settlement '---------------------------
|
| Have a look around town, especially at Outfitters; you can now purchase
| Pulse Shots and EMP Grenades. There are a few changes to Wellspring now that
| the Authority is tightening their grip on the world; some minor and others
| glaring: a few townsfolk, particularly Mayor Clayton and the bouncer
| Spector, have gone missing. Additionally, there is a large Authority Robot
| in the center of town and an Authority Drone that flies around and keeps an
| eye on everyone.
|
| Once you have sold all your junk and purchased any more goods, leave town.
| You should know where you're going, too: the Ark is where you first started
| off in the game's prologue. It is located in Ghost Territory, across from
| the Wasted Garage exit in the dam.
|
| The Authority beat you to the punch and are stationed down at the dam. Park
| your vehicle at the top of the hill and whip out your Sniper Rifle. Snipe
| the two Authority Enforcers at the bottom of the hill and walk to the Ark.
.-------------------------------------.
| Locate your ID Drive inside the Ark '---------------------------------------
|
| Head inside the Ark and inspect the terminal to receive your [ID DRIVE].
| Time to head back to Wellspring.
.------------------------------------------.
| Deliver the ID Drive to Captain Marshall '----------------------------------
|
| As you try to leave, two Authority Drones scan you and retreat. Crouch and
| hide underneath the arch as a few Authority Enforcers fall out of a Dropship
| around the corner. There are about four enemies stationed here that will
| easily fall at the hands of your Sniper Rifle. Run back to your Cuprino and
| take off for Wellspring.
|
| No Authority members will pursue you, but that does not mean it is an
| uneventful ride back. You drive right through a Feltrite Storm somewhere in
| Wasted Territory.
|
| > A Feltrite Storm is a bigger version of a Feltrite Tempest, giving you the
| opportunity to collect many more Feltrite Crystals. However, it is limited
| to the desert area you are in, so the event ends if you leave the area.
| You have one minute to collect as many Feltrite Crystals as you can while
| avoiding Bandit Vehicles; these Bandits can also take the Feltrite for
| themselves, so this minigame has some racing characteristics as well. You
| can collect nearly 20 Feltrite Crystals if skilled enough.
|
| Once the Feltrite Storm ends, return to Captain Marshall in his secret base
| and hand over the ID Drive.
____________________________________________________________________________
|============================================================================|
| TALK TO CAPTAIN MARSHALL (2) [0521] |
|============================================================================|
| |
| > Talk to Captain Marshall in Wellspring |
| |
| Rewards: - |
| Unlocks: "Lost Research Data" |
|____________________________________________________________________________|
'============================================================================'
.--------------------------.
| Talk to Captain Marshall '--------------------------------------------------
|
| Speak with the Captain after giving him the ID Drive to receive your next
| mission. The Authority is still up to no good, and Marshall wants you to
| return to the Dead City and find research reports of the Authority's
| supposed affiliation with the Mutants.
____________________________________________________________________________
|============================================================================|
| LOST RESEARCH DATA [0522] |
|============================================================================|
| |
| > Recover the Research Data from the Dead City |
| |
| "The Authority may be controlling Mutants with reprogrammed Nanotrites. |
| But, we won't know how far along they are unless we get their Research |
| Data. The first place to look would be in the Old Research Facilities in |
| the Dead City. Look for a Network Room that houses the Main Servers. You |
| can pull the Research Data from there. Find the data, and we may be able |
| to reverse the process." |
| |
| Rewards: - |
| Unlocks: "Talk to Captain Marshall (3)" |
|____________________________________________________________________________|
'============================================================================'
.-------------------------.
| Return to the Dead City '---------------------------------------------------
|
| Captain Marshall gives you a little care package containing [HE ROCKETS],
| [EMP GRENADES], [AUTHORITY AV2X ROUNDS], and a [FELTRITE POWER PACK] to help
| in your journey back to the Dead City.
|
| Drive back to Dead City - the same route as the first trip - and enter via
| the sewers.
.----------------------------------------.
| Locate the Authority Research Facility '------------------------------------
|
| Unlike last time, you are going to begin at the hospital. There is a lot of
| stuff inside the first room, including [AUTHORITY MG ROUNDS], [HE GRENADES],
| [BUCKSHOTS], [PISTOL ROUNDS], [STEEL-TIPPED BOLTS], [FATBOYS], a [FELTRITE
| POWER PACK], an [RC CAR KIT], and [TOOLS]. Up ahead, the lights flicker as a
| Club Mutant rears his ugly head and attacks. Finish him off and move up the
| stairs at the other end of the hall.
|
| Grab the [SMALL OBJECT] at the top and make your way into the room where you
| found the Defibrillator Upgrade. Things continue to get weird when the
| lights flicker once more as blood rains down from the ceiling. Keep your
| composure as you head to the hospital foyer.
|
| An Authority Drone spots you and flies away, but simply ignore it. Walk to
| the escalator and lean over the ledge to get a good viewpoint of the enemies
| below. Snipe all the Authority Enforcers from here before descending the
| escalator. At the bottom of the escalator, go right and turn around to find
| a [COLLECTOR CARD: DRONE] on a table.
|
| There are some [AUTHORITY MG ROUNDS] and [BUCKSHOTS] on the counter opposite
| the escalator and a [SMALL BATTERY PACK] and [ELECTRICAL WIRE KIT] on the
| circular table nearby. There's a pair of Authority Enforcers on the lower
| level of the foyer that need to be eliminated. Head down there and exit
| through the door in the back.
|
| A locked door at the end of the passage glows red, so back up and take cover
| as it blows up from the other side. Chuck a grenade through the smoke to
| surprise the Authority Enforcers that storm the room. Pick up the [SMALL
| OBJECT] on the shelf before leaving.
|
| More funky Mutant noises in the stairwell ahead. Pick up the [BOOK] lying on
| a red chair and head up to the top. A Mutant minding his own business is
| suddenly sniped by an unknown target. Take out your own Sniper Rifle and go
| up the stairs; there is no way to avoid the laser sight, so show yourself
| and take down the Authority Sniper before he can land a hit.
|
| Enter the room where you battled the Giant Mutant (you can still see his
| corpse lying against the side of the building) and shoot a second Authority
| enemy. There are three enemies outside at the entrance: two Authority
| Enforcers and an Authority Sniper. Once they are all downed, exit the
| hospital back to the slums area. All this should look familiar to you.
|
| There are two Authority Snipers overlooking the slums that you should be
| aware of. There are also a couple Mutants running around, but they are too
| focused on the snipers to notice you.
|
| At the car graveyard, stay in the doorway and look out as a Dropship hovers
| above and sends an Authority Shield Guard and some Enforcers to kill you.
| Nothing a few high-powered weapons can't take care of. Most importantly,
| take care of the Enforcer manning the turret at the top of the ravine.
|
| Climb up to the turret and collect the [BUCKSHOTS] and [AUTHORITY MG ROUNDS]
| on the crate and proceed inside the subway station. Remember the laser gate
| from your first visit? You can now disable it by targeting the Power Supply
| found in the room to the left of the gate.
.------------------------.
| Find the Research Data '----------------------------------------------------
|
| Go through the gate and destroy the two Authority Enforcers. To your
| convenience, the [RESEARCH DATA] is found on the control panel underneath
| the glaring orange monitors.
.-----------------------------------------------.
| Deliver the Research Data to Captain Marshall '-----------------------------
|
| Once the Research Data is picked up, the door next to you becomes unlocked.
| Take the [BUCKSHOTS], [FATBOYS], [AUTHORITY MG ROUNDS], and [EMP GRENADES]
| next to the Power Supply, then destroy it. This lowers a laser gate in the
| previous room that you can use to escape. This takes you back to the mini-
| mall. Do battle with a few more Authority Enforcers and return to the Dead
| City Streets.
|
| There are several Authority Enforcers and Snipers inside the open area where
| you encountered the Kraken. Use your Sniper Rifle to neutralize them while
| hiding behind the rubble and cars. Ascend the ramp to the building and fight
| a few more baddies. There are some [AUTHORITY MG ROUNDS] and [BUCKSHOTS] on
| the table to the left if you are running low on ammo.
|
| Another laser gate blocks you from progressing, so search for the Power
| Supply in the building. It can be found at the bottom of the stairwell,
| along with some [AUTHORITY AV2X ROUNDS], [PISTOL ROUNDS], [SNIPER ROUNDS],
| [KILLBURSTS], and one [BEER BOTTLE]. Take down the Power Supply and continue
| backtracking through the Dead City.
|
| There is an Authority Sniper at the top of the balcony overlooking where you
| were victorious against the Large Mutant. When you enter a clearing, wait
| until a Dropship appears and then run back to the balcony. Snipe your
| opponents from here and then return to the clearing and pass through.
|
| One last wave of defense is down in the underground entrance near the
| sewers. Along with some Authority Enforcers, you also encounter an Authority
| Elite. These foes are massively armored and incredibly durable, capable of
| surviving multiple rounds of Dynamite Bolts or up-close Buckshot shots. Your
| best bet would be to use your Rocket Launcher and HE Rockets. Also, EMP
| Grenades do not work on them, either.
|
| Exit the Dead City and return to your buggy. Drive back to the Second Chance
| Bar in Wellspring and give Captain Marshall the Research Data.
____________________________________________________________________________
|============================================================================|
| TALK TO CAPTAIN MARSHALL (3) [0523] |
|============================================================================|
| |
| > Talk to Captain Marshall in Wellspring |
| |
| Rewards: - |
| Unlocks: "Subway Town" |
|____________________________________________________________________________|
'============================================================================'
.--------------------------.
| Talk to Captain Marshall '--------------------------------------------------
|
| You are moving on to another settlement, so finish up any unfinished
| sidequests before you talk to Captain Marshall - you won't be able to come
| back here for a little while.
____________________________________________________________________________
|============================================================================|
| SUBWAY TOWN [0524] |
|============================================================================|
| |
| > Travel with Captain Marshall to Subway Town |
| |
| "Wellspring just isn't safe for you anymore. The communication scrambler |
| should mask our exit. I've got a Transport to take us to the Resistance |
| Base in Subway Town deep below the ruins of Crescent City. Welcome to the |
| front lines." |
| |
| Rewards: - |
| Unlocks: "Talk to Captain Marshall (4)" |
|____________________________________________________________________________|
'============================================================================'
.-------------.
| Subway Town '---------------------------------------------------------------
|
| For starters, insert Disc 2 to begin. This is actually more of an
| interactive cutscene than a mission, so you can finally sit back and relax
| for once. As Captain Marshall pilots the zeppelin to Subway Town, you can
| gaze at the environment (which is a stark contrast to the deserts and
| canyons you have become acclimated to). Looks like the surface of the moon
| in a way.
|
| When you land, follow Marshall to the Resistance Base. You are introduced to
| the other members of the Resistance: Lassard, Portman, and Saul. Well...
| time to get to work!
______________________________________________________________________________
==============================================================================
[6] WALKTHROUGH (CHAPTER 3) [0600]
==============================================================================
____________________________________________________________________________
|============================================================================|
| TALK TO CAPTAIN MARSHALL (4) [0601] |
|============================================================================|
| |
| > Talk to Captain Marshall in Subway Town |
| |
| Rewards: - |
| Unlocks: "Gaining Influence" |
|____________________________________________________________________________|
'============================================================================'
.--------------------------.
| Talk to Captain Marshall '--------------------------------------------------
|
| Engage Captain Marshall in the Resistance Base for another job. The town
| leader is named Redstone, so it's time for a little brown-nosing to get on
| his good side since you are new around here.
____________________________________________________________________________
|============================================================================|
| GAINING INFLUENCE [0602] |
|============================================================================|
| |
| > Travel with Captain Marshall to Subway Town |
| |
| "Find out what Redstone needs and do it, otherwise you're as good as dead. |
| Redstone walks a fine line keeping the Authority at bay and dealing with |
| us. You'll have to be extra careful around him, he'd sell you out in a |
| heartbeat if you aren't useful. So gain Redstone's trust and we can go |
| after the Authority. Come back and see me once you've made friends with |
| Redstone." |
| |
| Rewards: - |
| Unlocks: "See Lassard" |
|____________________________________________________________________________|
'============================================================================'
.---------------------.
| Speak with Redstone '-------------------------------------------------------
|
| Captain Marshall gives you the [AUTHORITY AUGMENTER SCHEMATIC] and some
| ingredients: an Authority Augmenter increases the damage you inflict with
| any and all weapons for a short duration.
|
| Turn to the left and head inside the small lab to find a [COLLECTOR CARD:
| AUTHORITY MUTANT] next to a dead Mutant on the lab table. Follow the tunnel
| to the elevator, which takes you up to the garage. To the right is the
| door that leads out to the Wasteland. Obviously don't take it, so go left
| past Saul to Subway Town.
|
| Like in Wellspring, take the time to explore the town before diving in. You
| are on the first floor of Subway Town. The only thing behind Saul's Garage
| is another exit to the Wasteland. In front of you is the Fez Bar on the
| left. Past Fez Bar is a woman smoking out of a hookah, Siri, and Friday.
| Facing the bar, turn to the left and head down the side tunnel to eventually
| reach Foreman Jones. We'll be meeting with him in a bit.
|
| Next to the bar is a staircase that leads down to the basement. Here you can
| find all your auto needs - Sparky's Auto Parts sells vehicle supplies, and
| the Subway Town Speedway is another racing circuit. The Job Board is across
| the tracks from Fez Bar, near the garage.
|
| Now check out the second floor. From the Job Board, go up the stairs. You
| can play the Strum minigame by talking to the street performer if you have
| an itch to gamble. There is also a locked door near here; open it with a
| Lock Grinder to find a [NIGHT BLOSSOM] and [2 FELTRITE CRYSTALS] inside.
|
| Continue down the tunnel behind the staircase to reach Stew. This strange
| fella sells one random item for a discounted price, so stop by every so
| often to see what he has for sale.
|
| Go past Stew to the other end of the floor. To the left is Jani's Supplies,
| opposite the wanted sign. Check out her stock of goods - from this point on,
| start saving up for the Heavy Armor Upgrade. She also has a number of
| Schematics, such as the Advanced Wingsticks Schematic, Advanced Sentry Bot
| Schematic, and Advanced Sentry Turret Schematic.
|
| Follow the walkway to Mayor Redstone's office in the corner. He makes you
| his new errand boy; for starters, he asks you to stop the Mutant problem
| they've been having lately. This begins the mission "Foreman Jones". Steal
| the [BLAKE BOBBLE HEAD] off his desk before leaving.
.--------------------.
| Help Foreman Jones '--------------------------------------------------------
|
| You must complete the mission "Mutant Expansion" in order to resume this
| quest. Once you have tackled the mission, you get your next orders.
.--------------------.
| Return to Redstone '--------------------------------------------------------
|
| Talk to Redstone once "Mutant Expansion" is wrapped up. Doing so also
| officially completes the mission "Foreman Jones". For your next task at
| hand, you must eliminate the Gearheads, who have a stranglehold on the town
| due to their control of the electrical system. This begins the "Gearhead
| Vault" mission. Like before, you must complete it before you can resume this
| one.
.---------------------------.
| Infiltrate Gearhead Vault '-------------------------------------------------
|
| By entering the Gearhead Vault and retrieving the Broken Feltrite Power Cell
| in the "Gearhead Vault" mission, you will complete this objective.
.----------------------------.
| Inform Redstone of Failure '------------------------------------------------
|
| Once you have the Broken Feltrite Power Cell in your possession, you can
| return to Redstone. Once you do so, the "Gearhead Vault" mission is wrapped
| up and Redstone gives you the "The Price of Power" mission that you must
| finish up next.
.------------------------.
| Infiltrate Power Plant '----------------------------------------------------
|
| Once you finish the Power Plant during the "The Price of Power" quest, this
| objective will be completed.
.--------------------.
| Return to Redstone '--------------------------------------------------------
|
| Once you have wrapped up the mission, "The Price of Power", you can return
| to Subway Town. However, you can no longer visit Redstone in his office due
| to the Authority influence hanging over the town.
.-------------------------------------.
| See Marshall in the Resistance Base '---------------------------------------
|
| We're still not done with this quest?! I promise, this is the last stop.
| Proceed back to the Resistance Base beneath the garage and have a talk with
| Captain Marshall; he tells you to talk to Lassard for more work.
____________________________________________________________________________
|============================================================================|
| FOREMAN JONES [0603] |
|============================================================================|
| |
| > Help Foreman Jones with his Mutie problem |
| |
| "This is my place, my town, and every bastard here answers to me. What I |
| want, they do. So Marshall says you're the type that gets things done. |
| Let's give you a little test. Foreman Jones is having Mutant problems at |
| the end of the Blue Line Tunnel here in Subway Town. Get your butt down |
| there and help him. Come back when you've taken care of Foreman Jones' |
| problems." |
| |
| Rewards: - |
| Unlocks: "Mutant Expansion" |
|____________________________________________________________________________|
'============================================================================'
.-----------------------------------------------------.
| Find Foreman Jones down the tunnel from the Fez Bar '-----------------------
|
| Exit the office and descend the stairs next to you to end up in front of the
| Fez Bar. Walk down the side tunnel to reach Foreman Jones and Finn. Talk to
| the Foreman as he asks for your help.
.--------------------.
| Return to Redstone '--------------------------------------------------------
|
| Once you follow through with the Foreman's request (the "Mutant Expansion"
| mission), go back to Redstone and give him the news to finishes the quest.
____________________________________________________________________________
|============================================================================|
| MUTANT EXPANSION [0604] |
|============================================================================|
| |
| > Seal off the Blue Line Station |
| |
| "I got a big problem. Damn Muties ripping through my work down here. My |
| guess is they clawed their way into the Blue Line Station, and now they're |
| all over. Someone's gotta stop 'em, they got this whole expansion |
| operation just about shut down! At the end of the bridge out of Subway |
| Town there is a path. Follow the path down and to the right, and you'll |
| see the entrance. Find a way to stop the Muties then come back and |
| report." |
| |
| Rewards: $200 |
| Unlocks: - |
|____________________________________________________________________________|
'============================================================================'
.-------------------------------------------------------------.
| Enter the Blue Line Station under the bridge to Subway Town '---------------
|
| Before you leave Subway Town, you might want to go inside the Fez Bar and
| have a chat with Brick. You received the sidequest "Brick's Offer" by
| speaking with Redstone, so go ahead and complete that sidequest. Like Sally
| in Wellspring, Brick gives you cash and Racing Certificates for every Bandit
| Vehicle you destroy, so it's good to initiate it as soon as possible.
|
| At Saul's Garage, take the exit to the Wasteland and drive across the
| bridge. Disembark and follow the white lines down the slope to go into
| Under Territory. After the first set of sandbags, search the right side of
| the hill to find a [DESERT SPORE]. Go down the rest of the way and pass the
| ruined train cars to find a door leading to the Blue Line Station.
.----------------------------------.
| Find the TNT left by the workers '------------------------------------------
|
| Loot the dead worker for some serious cash and take the [HARDWARE PACKET]
| on the table. A Mutant runs past the open doorway ahead; just ignore him.
| Grab the [GAS LITERS] on the left and search another corpse for some more
| money.
|
| Quickly shoot the Club Mutant that you just spotted, then walk to the right
| and exit the train car. At the dead end is [2 GAS LITERS] and [2 FELTRITE
| CRYSTALS]. Back inside the train car, go the other way, loot the two dead
| bodies, and walk through a second train car. Again, a Mutant dashes past a
| doorway to the right. Search the corpse and pursue your target down the
| hall (loot the two vending machines before you go!).
|
| The Mutants run to the right and jump over a barricade. Ignore them. Climb
| the stairs in front of you and walk to the right; a Mutant crawls underneath
| a gate and into a hole. Approach the Guacamolito stand and use an EMP
| Grenade or Electro Bolt to fry the yellow power box and open the gate. Now
| you can search the Guacamolito stand for [4 FELTRITE CRYSTALS], [ELECTRO
| BOLTS], [6 WINGSTICKS], and the [COLLECTOR CARD: DYNO-MUTANT]. There are
| also [3 SMALL OBJECTS] against the wall opposite the stand.
|
| Proceed down the other end of the hallway and through the open gates. Loot
| the dead bodies for some goodies and take the [3 GAS LITERS] on the floor.
| There is also a ton of ammo - [BUCKSHOTS], [STEEL AR ROUNDS], [FATBOYS], and
| [AUTHORITY MG ROUNDS]. The most important find is the [4 TNT BUNDLES] inside
| the cache next to the ammo.
.-------------------------------------.
| Find the Detonator in the Blue Line '---------------------------------------
|
| As you go to leave, the gates close on you and Mutants swarm from nearly all
| directions: some crawl from underneath the gate and others climb up onto the
| balcony from below. Man your Combat Shotgun and continue attacking the
| various Mutants... after killing at least 20 of these suckers, the gates
| open. A few more hurry over to you, but at least you are able to leave. You
| could try using a Sentry Bot or Sentry Turret to alleviate the stress of
| fighting them all on your own.
|
| A couple Dyno-Mutants also join the others. These guys are easily recognized
| by the sticks of dynamite they carry. Unlike other Mutants, you don't want
| to fight these guys up close, because their bodies explode once defeated.
|
| Go down the stairs near the Guacamolito stand to face off against more Dyno-
| Mutants and some other Mutant types. A door opens up near the two vending
| machines in the corner, giving you access to a new sector.
|
| Collect the loot from the dead bodies and pick up the [2 SMALL OBJECTS] and
| [2 BOOKS] on the desks. Squeeze into the train car embedded in the wall and
| exit out the other end to be treated to another Mutant ambush. In addition
| to the Mutant types you've already encountered, some Scoop Mutants are also
| added to the mix. Again, Sentry Bots and/or Sentry Turrets work wonders.
|
| Once the chaos dies down, ascend the stairs on the right. Collect the
| [BUCKSHOTS] and enter through the hole in the wall. Clear the Mutants out of
| the flooded bathroom and grab the [2 BOOKS] inside one of the open stalls
| and the [BANDAGES] lying inside a sink; [4 OIL LITERS] are strewn in the
| corner next to the row of urinals.
|
| Leave the bathroom and fend off a few more Mutants. There is some ammunition
| against the wall on the left, so grab the [AUTHORITY MG ROUNDS], [POP
| ROCKETS], and [BUCKSHOTS] before entering the foyer.
|
| Expect another swarm of Mutants, along with some rumblings and loud growls
| coming from who knows where. After a few minutes of this, a Large Mutant
| crashes through a set of double doors and shows off his big grenade
| launcher. Whip out the Rocket Launcher and send several HE Rockets his way
| to finish him off. Take out any last Mutants and go through the giant hole.
|
| Run after a few Mutants that enter the subway tunnel and go inside the
| maintenance tunnel. No surprise here: another ambush as the door closes
| behind you. Survive the wave of Mutants as you finally reach the detonator
| at the end.
.------------------------------------------------.
| Plant four TNT Bundles in the Blue Line Tunnel '----------------------------
|
| Wipe out any Mutant present in the room and drop down onto the tracks. The
| four slots you are looking for are to the left, against the wooden
| barricades. A few Mutants try to halt your progress, but they will be
| unsuccessful. Plant all four TNT Bundles.
.------------------------------------------.
| Use the Detonator to collapse the tunnel '----------------------------------
|
| Follow the train tracks to the other side of the room and follow the cord to
| the detonator. Push it to set off the TNT and collapse the tunnel.
.----------------------------------------.
| Return to Foreman Jones in Subway Town '------------------------------------
|
| Among the rumbling of the TNT and the collapsing tunnel is the rumbling of
| a nearby Kraken. The monstrous foe drops in from above and attacks
| immediately after detonating the TNT. Random Mutants also show up for the
| fight, so you may want to use a Sentry Turret or Sentry Bot to fend off the
| little guys while you target the Kraken.
|
| After the Kraken falls, the Mutants keep on coming. Eventually, the train
| car behind the detonator opens up. This takes you back to the entrance of
| the Blue Line Station, where you report back to the Foreman in Subway Town.
____________________________________________________________________________
|============================================================================|
| GEARHEAD VAULT [0605] |
|============================================================================|
| |
| > Search the Gearhead's Vault for the Plutonium Feltrite |
| |
| "The Gearheads control the electricity around here, and I want to end |
| their stranglehold on my town. Word on the street is the Gearheads have |
| combined Plutonium and Feltrite. If we could get our hands on that, then |
| our power problems would be over. Trouble is, they got that stuff all |
| locked up in the Bank Vault above us. So I need you to go and get it for |
| me. Here's a Key to the Management Office. You can find the Office on the |
| second floor in the back of town. Bring me that Plutonium Feltrite and |
| maybe it'll secure your place around here." |
| |
| Rewards: - |
| Unlocks: "The Price of Power" |
|____________________________________________________________________________|
'============================================================================'
.-------------------------------------------------------.
| Head to the Management Office upstairs in Subway Town '---------------------
|
| The door to the Management Office is on the same floor as Redstone's office,
| so you won't have to travel too far. It is to the right of Stew; around the
| corner and near the street performer/Strum minigame. Open the door and
| continue down the tunnel to the Gearhead Vault.
.-----------------------------------------------------.
| Locate the Plutonium Feltrite in the old bank Vault '-----------------------
|
| You hear some chit-chat as soon as you emerge inside the vault. The members
| of this Bandit Clan have thick Russian accents and sound like they were
| plucked straight from the old Motherland. Pick up the [2 OIL LITERS] and the
| [SMALL OBJECT] and don't head up the stairs just yet: open the locked door
| using a Lock Grinder to find a [TURRET BARREL], [ELECTRICAL WIRE KIT], [5
| SMALL OBJECTS], [TOOLS], a [GAS LITER], and [4 OIL LITERS].
|
| Scan the top of the staircase before you try and walk forward. There is an
| old-fashioned mine dangling from the ceiling, so go up the stairs and
| carefully maneuver around it so you don't set it off. That way you can
| conserve your health and also sneak attack the Gearhead Pistol for a silent
| kill.
|
| Keep in mind that the Gearheads are one of the most dangerous Bandit Clans
| in the game. They are equipped with thick armor not unlike the Authority
| enemies, so armor-piercing ammunition is highly recommended as a result.
| They like to use equipment just like yourself, so watch out for HE Grenades,
| Sentry Turrets, and Sentry Bots.
|
| There is a lot of cover in the form of the rusty car shells in the parking
| lot, so you should be able to duck away from enemy fire. The area is
| populated by Gearhead Pistols, Gearhead ARs, and Sentry Bots. Throughout the
| parking lot, also be on the lookout for items such as [2 SMALL OBJECTS], an
| [OIL LITER], [GAS LITER], [ORDNANCE PACK], [SMALL BATTERY PACK], and an
| [ELECTRICAL WIRE KIT].
|
| Hang a left to find a couple more Sentry Bots and two more Gearhead ARs.
| Hide behind the cars and take them both down. Lastly, a Gearhead Minigun
| descends from the top of a hill and lays waste to the area. Like the
| Shrouded Minigun, these foes are built like tanks and have gatling guns that
| can tear through your body in seconds. Fortunately, he is very slow and can
| be outsmarted by weaving between cover and using Pop Rockets or HE Rockets.
|
| Climb the hill where the Gearhead Minigun came from to reach the second
| floor. Remove the [2 OIL LITERS] from the dumpster and follow the walkway
| towards a white car; look inside for a [COLLECTOR CARD: ADVANCED SENTRY]. On
| the third floor, a Gearhead Club chases after you with a flaming baseball
| bat, so whip out the Combat Shotgun and unload a few shells on his mug. Take
| out the Gearhead Pistol and approach the vault entrance.
|
| The doorway in front of you is blocked by a row of flame jets, so obviously
| you will not be going that way; your destination is through the doorway on
| the left. First, collect the [AUTHORITY AV2X ROUNDS], [2 BANDAGES], and a
| [BOOK] and [SMALL OBJECT] and then proceed.
|
| You enter a bar. There are numerous collectibles in the vicinity, such as
| [9 BEER BOTTLES], [AUTHORITY MG ROUNDS], a [BOOK], [HARDWARE PACKET], an
| [ORDNANCE PACK], and [2 SMALL BATTERY PACKS]. Climb the ladder in the corner
| through the ceiling.
|
| Pick up the [SMALL OBJECT] behind you and the [NANOTRITE CONDUIT] and
| [TURRET BARREL] on your left, then walk forward. You are surprised by a few
| Gearhead enemies here; shoot the Gearhead Club that pursues you and then
| focus on the Gearhead ARs targeting you from behind chairs and tables. There
| are more of 'em around the corner as you walk along the balcony; also you
| can find an [EXPLOSIVE PACK] and [RC CAR KIT] up here.
|
| Go down the hallway, killing all the Gearheads as your progress, until you
| reach another balcony. There is a pair of flame jets blocking off a small
| wing, but they can be turned off by rotating the wheel on the wall next to
| them. First, grab the [BOOK], [SMALL OBJECT], [BEER BOTTLE], and [AUTHORITY
| MG ROUNDS] from the group of tables, then walk past the deactivated flame
| jets and onto the elevator.
|
| You will descend to the vault entrance, with the flame barrier disabled.
| Slay the lone Gearhead AR here and walk through the northern doorway. Raid
| the ATMs here for some moolah and defeat the Gearhead ARs and Pistols in the
| room.
|
| A few enemies may retreat to the left, but don't follow them just yet. Pass
| by the flame jets on the right and go over to the far right side of the room
| to find a [COLLECTOR CARD: SHOTGUN] on the ledge. Now proceed to the left
| side of the room to reach a hallway. Wipe out the remaining Gearheads until
| a Gearhead Minigun rolls in. Use the desk on the right as cover and pop out
| every so often to empty a clip in his face.
|
| Once the Gearhead Minigun bites the dust, you can safely leave. First grab
| the [8 BEER BOTTLES] strewn across the left side of the hallway and then
| continue through the open door at the end.
|
| Enter the dark offices up ahead and collect the [5 BEER BOTTLES] on the
| table. When you try to leave, the exits are sealed off as two - count 'em
| two - Gearhead Miniguns enter the office. This is incredibly tight quarters,
| so immediately move to the back office via either door. They will likely
| flank you, but you don't have much of a choice. I found Pop Rockets to be
| the best solution against them since they are almost as powerful as HE
| Rockets without the recoil and slow reload.
|
| Take each Gearhead Minigun out, one at a time. When the exits open, leave
| immediately. Around the corner, a Gearhead Club hurls a flaming barrel down
| the stairs at you; sidestep it and finish him off. Proceed up the staircase
| into a room containing two large propellars. The propellars receive a jolt
| of electricity and spin after a few seconds; wait until they stop moving
| before dashing to the other side or else you automatically die.
|
| The actual security vault is just on the other end of the room. Go through
| the huge vault door to enter, well, the vault itself. Walk around the left
| side of the vault, taking the money from inside one of the open drawers,
| until you come to the [BROKEN FELTRITE POWER CELL]. This is what you came
| here for.
.-----------------------------------------.
| Take the Plutonium Feltrite to Redstone '-----------------------------------
|
| Of course, leaving the Gearhead Vault will be almost as difficult as
| entering it. For starters, a Gearhead Jet enters the vault in an attempt to
| trap you inside. This hulking man is about the size of a Gearhead Minigun
| and just as durable, but instead carries a flamethrower (that acts more like
| a grenade launcher). The easiest way to defeat one is to stun him with a
| headshot, then immediately target the red gas canister on his back while he
| flails around.
|
| Dispose of the Gearhead Jet, then return to the propellar room. Shoot down
| the Gearhead AR duo, then pass by the propellar only to find out that the
| gate is locked. However, a Gearhead Minigun bursts through the wall and
| joins the party.
|
| In an interesting tidbit, you can actually lure the Gearhead Minigun into
| the propellar to execute him without lifting a finger. Actually you aren't
| luring him, per se; all you have to do is stand behind the propellar and
| the big lug slowly walks towards you. Eventually he moves right into the
| propellar and explodes in a shower of blood and guts.
|
| Pass through the hole in the wall to reach an elegant staircase. A Gearhead
| Rocket is located here in the foyer, so stay at the top of the stairs and
| snipe him from the balcony. There's also a Gearhead AR that should be dealt
| with the same way.
|
| Before leaving the room with the Gearhead Rocket, go to the top of the
| stairs and jump over the counter in the back of the room to find the
| [COLLECTOR CARD: GEARHEAD JET] lying on a chair. Next, follow the tunnel at
| the bottom of the stairs to a wheel and turn it to deactivate a flame jet
| back in the ATM room.
|
| Make your way back to the vault entrance to encounter a pair of Gearhead
| Jets. Again, it's best to make short work of them by targeting the gas packs
| on their back. If you have a quick trigger finger, you can snipe the red
| canisters while the enemy is still facing you - just aim over their shoulder
| and hit the top. Defeat both and make a mad dash through the parking lot and
| back to Subway Town.
|
| Rendezvous with Redstone at his office to complete the quest. Unfortunately,
| he isn't too happy about the state of the BROKEN Feltrite Power Cell, so you
| are sent on another errand to fix this problem once and for all.
____________________________________________________________________________
|============================================================================|
| THE PRICE OF POWER [0606] |
|============================================================================|
| |
| > Break into the Gearhead's Power Plant and redirect the power to Subway |
| Town |
| |
| "Either you're trying to rip me off or someone lied to me. Which means, |
| this problem is your problem. If the Gearheads suspect I sent you, then |
| they'll shut off the power. It's time for a permanent solution. I need you |
| to infiltrate their Power Plant and Redirect the Power Leads straight |
| here. Once the place is secure, my boys will take over. Problem solved. |
| You do this for me, and I'll give you free rein to do your business." |
| |
| Rewards: - |
| Unlocks: - |
|____________________________________________________________________________|
'============================================================================'
.-----------------------------------.
| Find the Power Plant to the North '-----------------------------------------
|
| > You cannot participate in races or the minigames Strum and Tombstones
| after finishing this mission.
|
| After receiving the mission, you also pick up the "Monarch Needed" sidequest
| at Redstone's behalf. He recommends that you upgrade your Cuprino if you
| want to survive in the Eastern Wasteland. You might want to start that
| mission set before beginning this one, but as a sidequest it is not required
| for overall completion.
|
| In the Wasteland, drive forward and into Open Territory; you are eventually
| taken into Gearhead Territory. Five Bandit Vehicles attack, so try out your
| new Pulse Cannon on the Monarch to lay waste at the press of a button. Go up
| the entrance ramp... you can see the Power Plant in the distance. Before you
| take the main entrance, make sure to claim the [COLLECTOR CARD: MONARCH]
| sitting next to the door.
.--------------------------------.
| Locate the Power Control Board '--------------------------------------------
|
| Directly in front of you is a Gearhead AR stuck on mop duty. Put him out of
| his misery with a quick headshot. While this goes on, the Gearhead Boss
| barks orders over the intercom. Take the [2 SMALL OBJECTS] from the desks
| and leave the room.
|
| You aren't as sneaky as you thought, since the Gearhead Boss now knows of
| your presence thanks to the security camera in the corner (you can shoot
| them to obtain a [SMALL OBJECT]). There goes a potential stealth mission.
|
| To pass by the electric field blocking the hall, short-circuit the yellow
| power box on the wall. There is a dead body past the first electric field
| (possibly another Resistance member?), so take his [ELECTRO BOLTS] - he
| sure as hell won't be needing 'em. Also get the [SMALL OBJECT] lying on the
| crate.
|
| The next power box is beyond the second electrical field, so walking up to
| it and pulling the lever simply isn't an option. That is where the Electro
| Bolts (or an EMP Grenade if you eventually run out) come into play. Lower
| the barrier and take down the Gearhead Club on the other side, as you are
| presented with a choice up ahead.
|
| There are two staircases... which one to take? Take the one leading upstairs
| to ultimately reach a dead end, but you can find a [TURRET BARREL] and
| [TOOLS]. Descend to the bottom floor and have a look around. Ignore the
| threats from the loudspeaker and lower the electric barrier to reach some
| [STEEL BLADES], an [RC CAR KIT], [FELTRITE AR ROUNDS], [HE ROCKETS], an
| [ELECTRICAL WIRE KIT], and lastly a [SMALL OBJECT]. Check the alcove across
| from the door for [2 GAS LITERS] and a [NANOTRITE CONDUIT], then leave.
|
| Enter the dim room for the Gearhead Boss to give you one last warning.
| Disregard his words and move forward only to encounter a Gearhead Minigun.
| Step back behind the wall and peek out only to throw an HE Grenade or take a
| shot with your Sniper Rifle. Once he's down, only a Gearhead Club and AR
| await.
|
| Make sure to construct a Lock Grinder if you're all out, since there is a
| locked door in this area. Inside lies an [ANTISEPTIC FORMULA], [BUCKSHOTS],
| [AUTHORITY AV2X ROUNDS], [3 SMALL OBJECTS], an [OIL LITER], [ELECTRO BOLTS],
| and [2 FELTRITE CRYSTALS].
|
| Proceed forward towards a tall shaft. A few Gearhead ARs and Gearhead
| Pistols open fire from the other side, then eventually walk around the
| perimeter to get a closer shot. The right side of the area is closed off due
| to a pesky flame jet, so go to the left. Eliminate the Gearheads as well as
| the Advanced Sentry Bots lurking.
|
| On the second floor, run along the catwalk while avoiding more Gearhead ARs.
| Once on the same side as where you entered the room, hide in the back
| corner near the other side of the flame jet. This provides a good vantage
| point when sniping the Gearheads - especially the Gearhead Minigun that
| stands on top of a central platform and scans the entire shaft. Stay here a
| while and snipe your foes to oblivion. There is a power box that you can use
| to activate an electric barrier trap if you're feeling adventerous.
|
| Once the coast is clear, continue down the catwalk to get up to the third
| floor. Pull the lever to activate the elevator. It takes a while to kick up,
| so you can continue fighting more Gearhead ARs when you wait for the
| elevator.
|
| Hop inside the elevator once the door opens and take off. Unfortunately for
| you, the elevator takes you right up to the Gearhead Boss. He instructs his
| lackeys to cut the cords to the elevator as you plummet down the shaft.
| Fortunately for you, your Defibrillator is here to save the day. Exit the
| wreckage and seek revenge.
|
| Take the [3 BEER BOTTLES] off of the table and climb the stairs near the
| red door. Pick up the [SMALL OBJECT] and peer over the balcony at the
| enemies. Eliminate all the Gearhead ARs and Advanced Security Bots roaming
| around, then go back down and walk past the staircase. Get the [2 BEER
| BOTTLES] on the table and the [TOOLS] lying on the walkway to your right,
| then head left to find a workbench.
|
| Collect the [SMALL BATTERY PACK], [3 FOOD CANS], and [2 SMALL OBJECTS] on
| the workbench and destroy the power box. Opposite the workbench is a set of
| stairs (the stairs and the hole in the wall take you to the same place; it
| does not matter). Enter the next room and climb your way out of the
| basement.
|
| Enter the door near the wall marked "C-2" and mow down the Gearhead ARs.
| Shoot the pair of Advanced Sentry Turrets walking around on the walkway and
| go past them into the next room. Go past the green, steaming vat and take
| the [3 SMALL OBJECTS] from the desk. More Gearhead ARs and Pistols up ahead
| as you follow the route.
|
| The trail leads you to a booby-trapped room, where a Gearhead Jet strolls in
| and the "decapatators" activate. Naturally, you want nothing to do with
| these moving, spinning fan blades on the ceiling, so watch where you move.
| As for the Gearhead Jet, employ the strategy of targeting the gas tank on
| his back to make short work of the competition. A pair of Gearhead ARs show
| up after the Gearhead Jet, but they shouldn't put up much of a fight.
|
| Crouch at all times when moving around this room or else you'll avoid one
| nasty haircut. Also, don't forget about using a Lock Grinder on the door in
| the corner for [PULSE SHOTS], [BUCKSHOTS], [POP ROCKETS], an [RC BOMB CAR],
| an [OIL LITER], and [AUTHORITY AV2X ROUNDS]. Move past the carnage and up
| the flight of stairs.
|
| Proceed through the open door and lay waste to a Gearhead who has his back
| turned to you. Move forward to another large shaft. As Gearhead ARs attack
| from the other side, either take them out from where you are or try to get
| closer by going to the right (going left leads you to a [HARDWARE PACKET],
| so don't miss out).
|
| Follow the catwalk to the other side of the shaft and head into the hallway
| (the stairs on the left of the hallway don't lead anywhere). More Gearhead
| ARs and a few Gearhead Pistols; you know what to do. Grab the [BUCKSHOTS]
| and a [SMALL OBJECT] in the corner before turning left and entering the open
| door.
|
| Pass through the little control room, stealing the [2 GAS LITERS] on the
| dolley, then go up the staircase next to the steam condenser and into the
| giant room. The Gearhead Boss seems to throw everything he's got your way,
| so get ready for a giant battle against Gearhead Clubs, ARs, Pistols, and a
| Gearhead Jet. There are a number of boxes and corners you can hide behind.
|
| After the chaos, go forward towards the door only to have it close on you
| once you pass through. Inside, you can find a [BANDAGE] and [BUCKSHOTS]. If
| you turn around, you'll see a number of Gearheads on the other side of the
| door; they cannot get it open either, so ignore 'em and ascend the stairs.
|
| > BOSS: Gearhead Boss
| None of his servants got the job done, so the Gearhead Boss has no one
| else to turn to. He confronts you at the end of a corridor at the top of
| the steps, grenade launcher in hand. The boss acts like one of the more
| heavier Gearheads, such as the Gearhead Minigun or Jet, though his armor
| is a lot stronger.
|
| Only the most powerful weapons and ammo will take him down. Avoid using
| automatic weapons such as the Authority Machine Gun and Assault Rifle and
| stick with high-powered, slower weapons. Something that really packs a
| punch. Fat Mammas work beautifully against the Gearhead Boss, as do Pop
| Rockets, Dynamite Bolts, and even regular Sniper Rounds. If you have some
| HE Rockets, that's just a cherry on top.
|
| Despite his health bar and massive weapon (which can leave you for dead
| with a single direct hit), treat the Gearhead Boss like any other
| Gearhead. Try to keep him at bay as he slowly trudges towards you from
| the end of the hallway. If you need to retreat to the control room, that's
| fine. The room's structure allows you to walk circles around the boss and
| target him before he can realize what's up.
.--------------------------------------------------.
| Flip the Switch to redirect power to Subway Town '--------------------------
|
| Search the Gearhead Boss's remains and then continue up to his lair. The
| switch is at the end of the hall, and flipping it sets everything straight.
|
| Your task at hand has been fulfilled, but you aren't out of the woods yet:
| you still have to escape the Power Plant. Head towards the glass door only
| to have a Gearhead Club come out of nowhere and surprise you. Finish him off
| and enter the tunnel. A Gearhead AR fires at you, but an unknown entity
| takes care of him for you.
|
| Go talk to Vincent (the thug that hangs outside of Redstone's office) as he
| informs you that the Subway Town inhabitants are taking over the Power
| Plant.
.------------------------------------------.
| Help Redstone's men defeat the Gearheads '----------------------------------
|
| Follow Vincent through to reach a walkway overlooking the room just before
| the Gearhead Boss's office. There is a shootout between the Subway Town
| security and the Gearheads, and you must chip in. You can do this with old-
| fashioned gunfire or by using the three switches to activate traps to help
| execute the opposition in hilarious fashion. Keep this up for a couple
| minutes.
.---------------------------------.
| Inform Redstone of your success '-------------------------------------------
|
| The Subway Town security guards have completed the power shift. A door opens
| up behind you; take it to end up at the main entrance. Before you leave,
| search the stairwell to the left of the front door; grab the [SMALL OBJECT]
| at the bottom and then climb the stairs to locate a [COLLECTOR CARD:
| GEARHEAD BOSS] inside an open cabinet. Now feel free to haul ass outta here.
|
| There is one last hurdle in the form of seven Bandit Vehicles as you exit
| the Power Plant. Back at Subway Town, you don't even get a chance to visit
| Redstone, as the place is swarmed with Authority troops.
____________________________________________________________________________
|============================================================================|
| SEE LASSARD [0607] |
|============================================================================|
| |
| > Go talk to Lassard in the Resistance Base |
| |
| "You sure walk a fine line between making friends and getting yourself |
| killed. But, now that Redstone is out of the way it's time to focus on the |
| Authority. Lassard has been decrypting your ID Drive and he just made a |
| breakthrough, and he needs your help. See if you can help Lassard with his |
| breakthrough." |
| |
| Rewards: - |
| Unlocks: "Ark Equipment" |
|____________________________________________________________________________|
'============================================================================'
.-------------.
| See Lassard '---------------------------------------------------------------
|
| Lassard is sitting at the computer terminal, typing away. Approach him and
| speak with him - Lassard needs a second Decrypter to fully analyze your ID
| Drive, so he sends you to Jackal Canyon in order to rummage through a fresh
| Ark for one.
____________________________________________________________________________
|============================================================================|
| ARK EQUIPMENT [0608] |
|============================================================================|
| |
| > Recover the Decrypter from the Ark in Jackal Canyon |
| |
| "Captain heard that an Ark emerged in the Jackal Canyon! If any Ark |
| survivors met the Jackals then they were dead in minutes, but their Ark's |
| Decrypter should still be intact. It's dangerous, but we need you to go |
| North into the Jackal Canyon, find that Ark, and recover the Decrypter. |
| Bring me the Decrypter and I'll be able to read the lost sectors on your |
| ID Drive." |
| |
| Rewards: - |
| Unlocks: "Talk to Portman" |
|____________________________________________________________________________|
'============================================================================'
.-------------------------------------------.
| Locate the Jackal Canyon to the Northeast '---------------------------------
|
| Set off for Open Territory as if you were going to the Power Plant, but hang
| a right instead. You'll make your way towards the Authority barricade where
| you found the Comet Bloom in the "Comet Bloom" sidequest (assuming you did
| it), but follow the white blip and go right instead to enter Jackal
| Territory.
|
| Walk along the rock steps and across the rickety bridge towards the creepy
| monument entrance. The Jackals are truly a unique clan: they are more feral
| and really act like a pack of jackals; stalking and hunting their prey in
| large groups. They look like a group of tribal warriors and don't have thick
| armor like the Gearheads - instead wearing fur and bones.
|
| Once across the bridge, open the large door.
.----------------------------------------.
| Find the Ark and recover the Decrypter '------------------------------------
|
| At the immediate start, jump on the rock ledge to your left and grab the
| [COLLECTOR CARD: JACKAL CROSSBOW] alongside the [2 BEER BOTTLES] and some
| [DYNAMITE BOLTS].
|
| A Jackal Club is monitoring the area, but he should be walking away from you
| as you enter the area. Use an Advanced Wingstick or a Steel-tipped Bolt to
| silently eliminate him, then pull out the Sniper Rifle. Look at the
| Jackal base across the canyon and search for a Jackal AR patrolling the
| walkways. The path up the side of the canyon is closed off, so enter the
| cave instead.
|
| You can see wild cave paintings as you traverse through the tunnel... these
| guys are a primal bunch (heck, they don't even speak English). Two Jackal
| Clubs jump out onto the bridge that you begin to walk on. These fellas are
| similar to the Ghost Clan in that they are very fast and use a parkour-like
| ability in order to run along walls and hop around to make them harder to
| hit. Very frustrating.
|
| You can view another side of the canyon base across the canyon, so after you
| have killed the two Jackal Clubs aim at the Jackals firing at you from the
| base. The Jackal Crossbows here don't shoot flaming arrows instead of normal
| ones, so the firepower can certainly hurt.
|
| There are about three waves of Jackal Crossbows across the canyon, so stay
| near the cave entrance and snipe them while occasionally ducking inside to
| avoid the rain of fire. Cross the bridge at the end and collect the [CLOTH
| RAGS], [DYNAMITE BOLTS], [2 BEER BOTTLES], and [COLLECTOR CARD: JACKAL CLUB]
| on the table.
|
| Pull the lever next to the table to raise the gate near the canyon entrance.
| From the bridge, look above the gate to find a Jackal Crossbow firing arrows
| at you from a small alcove. There are two inside, so once you kill the first
| another one peeks his head out. Run down to the gate and head on past. You
| will find more resistance in the form of Jackal Clubs, ARs, and a Jackal
| Shotgun, so prepare for the worst.
|
| Every so often, check for Jackal Crossbows at the headquarters in the middle
| of the canyon. One or two slide down onto the path from ziplines, so be
| cautious of their arrival. As you continue up the trail, a trio of Jackal
| Clubs roll explosive barrels down at you, so avoid them and destroy the
| three.
|
| When you reach the first zipline, look around for more Jackal Crossbows in
| the distance and snipe them off their perch. Ride the zipline down to the
| platform. There is a Jackal AR below you beyond the second zipline, and one
| more takes the first zipline down to your level. Defeat both and ride the
| second zipline to the walkway.
|
| Continue shredding through Jackal Crossbows and ARs as you continue along
| the bridges and walkways. There are enemies everywhere here, and the
| addition of several explosive barrels lining the bridges makes for an even
| more dangerous scenario.
|
| Before going up the ramp to the industrial bridge, there is a shack you can
| go inside which contains [STEEL BLADES], [HE GRENADES], [DYNAMITE BOLTS],
| [2 SMALL OBJECTS], and [2 BEER BOTTLES]. Now proceed across the metal bridge
| to an elevator. A pair of Jackal Clubs are guarding it, so finish them off
| and ride it to the bottom.
|
| As you enter the cavern below, a Jackal is seen walking away from you. Just
| like your first kill in the Jackal Canyon, initiate a stealth kill on the
| unlucky guy and turn your attention to the Jackal Clubs and the Jackal
| Shotgun in the vicinity. Enter the shack on the left for a [FOOD CAN],
| [TOOLS], and [DYNAMITE BOLTS].
|
| Explore the shanty town; there are a number of huts you can go inside and
| claim some items. The house on the left holds an [EXPLOSIVE PACK] and a
| [SMALL OBJECT] while the hut on the right contains [BUCKSHOTS] and [SNIPER
| ROUNDS].
|
| As you follow the rock path, look up to see a humongous cruise ship resting
| on top of a mountain, and a number of red balloons floating above. You'll be
| seeing those balloons a bit later.
|
| An army of Jackal ARs and Clubs pop out from manholes littering the ground.
| Snipe a few as they lightly jog to your location and finish the ones that
| reach you with the Combat Shotgun. Run up to the buildings underneath the
| cruise ship.
|
| Grab a [SMALL OBJECT] inside the first shack and move to the second one.
| Jackal Clubs and ARs will greet you, so blast them away and move across the
| bridge with the ship's anchor dangling overhead. Head down the mountain
| trail and past the giant satellite lying on the ground. Here you will
| encounter Balloon Bombs. As the name implies, they are balloons with bombs
| strapped to the bottom. They float carelessly in the air and explode after a
| short time. Back up if any get too close and blow them up yourself.
|
| Defeat a few Jackal ARs on the catwalk in front of you, then start going
| down. A pair of Jackal Crossbows shoot at you from below, so either snipe
| them or run down and put 'em down with some Buckshots. Also watch your step,
| since it is possible to fall off the edges of the walkways and die.
| Go down the winding walkways, killing Jackals and avoiding Balloon Bombs
| along the way. There are a few alcoves that contain supplies: the first one
| has [BUCKSHOTS] and [FATBOYS] while the second one contains an [RC CAR KIT]
| and a [NANOTRITE CONDUIT].
|
| When you finally reach the bottom, crouch inside the two huts to find [2 GAS
| LITERS] a [HARDWARE PACKET], [FAT MAMMAS], and [HE GRENADES]. Continue into
| the tunnel as the gate slams shut behind you. Use the red explosive barrel
| to send a few Jackals packing, then finish off the rest and approach the
| Ark. Inspect the hand scanner to the right of the damaged terminal to open a
| cache containing the [ARK EQUIPMENT].
.----------------------------------.
| Deliver the Decrypter to Lassard '------------------------------------------
|
| A Jackal Shotgun tries to trap you inside the Ark, so take out an Advanced
| Wingstick and stun him with it, then put him out of his misery. Climb the
| wooden stairs on your left and ride the weird bicycle/gondola contraption
| through the canyon. Exit the cave and drop down on the two unsuspecting
| Jackal Pistols; slay them and leave through the main entrance.
|
| Park your Monarch in the garage when you make it back to town and hand over
| the Ark Equipment to Lassard. Turns out that the Decrypter had some pretty
| useful information after all. Good job!
____________________________________________________________________________
|============================================================================|
| TALK TO PORTMAN [0609] |
|============================================================================|
| |
| > Talk to Portman in Subway Town |
| |
| Rewards: - |
| Unlocks: "Assault the Authority Bridge" |
|____________________________________________________________________________|
'============================================================================'
.-----------------.
| Talk to Portman '-----------------------------------------------------------
|
| Portman is the big burly dude standing next to Lassard. Go talk to him to
| receive your next job. We are winding down here, folks!
____________________________________________________________________________
|============================================================================|
| ASSAULT THE AUTHORITY BRIDGE [0610] |
|============================================================================|
| |
| > Take out the Authority Bridge's defenses |
| |
| "Now we finally get to hit the Authority. I've been waitin' for this. You |
| ready? Okay it's a two step process. First, you gotta blow the Authority |
| Blockade near the entrance to the Ravine in the North. Once you do that, |
| they'll know you're coming so don't waste time. Then, drive down the |
| Ravine to the Bridge, and find the Generators, blow those to hell and |
| you'll disable the Bridge Defenses. Knowk out the Bridge Defenses and |
| we'll have access to Capital Prime." |
| |
| Rewards: - |
| Unlocks: "Grab the Pulse Cannon" |
|____________________________________________________________________________|
'============================================================================'
.----------------------------------------------------.
| Search out the Authority Blockade to the Northeast '------------------------
|
| > Make a note that after you complete this mission, you can no longer
| compete in any of the races in Subway Town.
|
| Like always, stock up on items and ammo before you leave town. The Authority
| Blockade is to the left of Jackal Territory, so hang a left when you reach
| the intersection. Run over the three Mutants and get out of your vehicle.
.-------------------------------------------.
| Place the Explosive and Blow the Blockade '---------------------------------
|
| The Authority won't know what hit 'em. With the explosives given to you by
| Portman, place the first charge on the red symbol on the door. A few Mutants
| may appear, so eliminate them if they get in the way.
.--------------------------------------------------.
| Take the Authority Lift at the end of the Ravine '--------------------------
|
| Once the blockade is blown open, drive through, mowing down a number of
| Mutants that stand in the doorway. Authority Predators roam through the
| ravine: these things are more like tanks than buggies, so select your Pulse
| Cannon and bring them down. Drive to the lift and park outside the lift,
| then walk on and activate the button.
.---------------------------------------------------.
| Use the Explosives to destroy the first Generator '-------------------------
|
| A Dropship flies overhead and deploys two Authority Shield Guards and an
| Enforcer around the bend. Kill the first Authority Enforcer in front of you,
| then head 'round the corner to greet the others. Grab the [4 EMP GRENADES]
| in the area along with the [AUTHORITY AV2X ROUNDS] and use the EMP Grenades
| on the Shield Guards.
|
| Approach the spinning Generator and plant an explosive charge on it. Also
| make sure to grab the [SMALL BATTERY PACK], [ELECTRICAL WIRE KIT], and
| [ORDNANCE PACK] on the set of barrels opposite the Generator.
.---------------------------------------------------.
| Use the Explosives to destroy the other Generator '-------------------------
|
| Go to the other side of the bridge to the second Generator and another
| Shield Guard/Enforcer pairing. Defeat them all and pick up the [TURRET
| BARREL] and [NANOTRITE CONDUIT] on the barrels behind the second Generator.
| Also look behind said barrels to locate the [COLLECTOR CARD: ELITE GUARD].
| Now feel free to blow the Generator to kingdom come.
.------------------------------------------.
| Return to Portman in the Resistance Base '----------------------------------
|
| The bridge has been opened up, allowing you to drive across from Open
| Territory to Authority Territory. You cannot do this from here, so drive
| back to Subway Town the way you came and report to Portman (there will be
| Authority Predators driving around the Wasteland from now on).
____________________________________________________________________________
|============================================================================|
| GRAB THE PULSE CANNON [0611] |
|============================================================================|
| |
| > Grab the Authority Pulse Cannon from the case |
| |
| "I think you should take some extra firepower to Capital Prime. Here's an |
| Authority Pulse Cannon. I liberated it from a dead guard, and it's all |
| yours. Now, grab that Authority Pulse Cannon." |
| |
| Rewards: Authority Pulse Cannon |
| Unlocks: "Talk to Captain Marshall (5)" |
|____________________________________________________________________________|
'============================================================================'
.-----------------------.
| Grab the Pulse Cannon '-----------------------------------------------------
|
| You heard the man. Portman opens up a shiny case, revealing the [AUTHORITY
| PULSE CANNON]. It comes with 200 Authority Pulse Rounds and 3 BFG Rounds.
| This bad boy acts just like a minigun, but the BFG Rounds can kill virtually
| anything in sight when used.
____________________________________________________________________________
|============================================================================|
| TALK TO CAPTAIN MARSHALL (5) [0612] |
|============================================================================|
| |
| > Talk to Captain Marshall in Subway Town |
| |
| Rewards: - |
| Unlocks: "Assault Capital Prime" |
|____________________________________________________________________________|
'============================================================================'
.--------------------------.
| Talk to Captain Marshall '--------------------------------------------------
|
| Speak with Captain Marshall to receive the game's final mission: "Assault
| Capital Prime". This is it!!
____________________________________________________________________________
|============================================================================|
| ASSAULT CAPITAL PRIME [0613] |
|============================================================================|
| |
| > Trigger the egress of all Arks, and start the revolution! |
| |
| "This is it, what we've been planning for so many years. Now, we hit the |
| Authority where it hurts. Take this Code-Cipher. You'll be able to access |
| any Personnel Entrance near Capital Prime's main gate. Be careful, it will |
| be heavily guarded. Once inside get to the Ark Control Center, and Upload |
| the data from your ID Drive. That will trigger the emergence of the |
| remaining Arks. Mankind's future depends on you now. God speed soldier." |
| |
| Rewards: - |
| Unlocks: - |
|____________________________________________________________________________|
'============================================================================'
.------------------------------------.
| Head to the Gates of Capital Prime '----------------------------------------
|
| > Before you go ahead with this mission, make sure you have completed
| everything that you want: sidequests, Vehicle Jumps, minigames, etc.
| Unlike some RPGs, you do not continue playing after beating the final
| mission, so this is indeed the last stop.
|
| If you want to return to Wellspring, go talk to Charon in the Resistance
| Base - he is standing next to the zeppelin. Accept the "mission" entitled
| "Travel to Wellspring". It's really not even a mission at all, but rather
| a cutscene as you return to the Northern Wasteland. Once you are ready to
| go back, talk to Charon again at the Resistance Base in Wellspring, take
| the "Travel to Subway Town" mission to return to Subway Town.
|
| Here is a helpful checklist if you are interested in attaining 100%
| completion and the "Obsessive Compulsive" Achievement:
|
| Job Board Missions: 9/9
| Vehicle Jumps: 18/18
| Races: 28/28
| Collector Cards: 54/54
| Schematics: 19/19
| Win at each Minigame: 4/4
|
| Once again, there is no turning back after completing the final mission.
| You can still talk to Captain Marshall and accept the quest, but once you
| enter Capital Prime, there is no coming back.
|
| So not only is this the final mission, but the game does not continue after
| the end of the main story. In other words, spend all your money on supplies
| since there is no coming back from this quest.
|
| When you are ready, hop in your vehicle and drive over the Authority
| Security Bridge to Authority Territory. This area contains endlessly-
| spawning Predators, so it is best to take down the two Vehicle Jumps as fast
| as you can and hightail it to Capital Prime. Or you can also stick around
| and destroy wave after wave to make a load of cash.
|
| When you reach Capital Prime, quickly pull up to the ventilation shaft
| marked on your radar. There are still Predators rolling around, so waste
| little time outside your vehicle since they can one-hit kill you.
.-----------------------------------------------------.
| Use the Code Cipher to access the Ventilation Shaft '-----------------------
|
| Using the Code Cipher that Captain Marshall gave you, access the computer
| screen on the left side of the door to access Capital Prime. Here we go...
.-------------------.
| Locate Nexus Core '---------------------------------------------------------
|
| Crouch into the ventilation shaft and crawl through. Hop over the box at the
| end and grab the [BFG ROUNDS] in the hallway. As you exit onto the balcony,
| an Authority Drone spots you and sets off an alarm. You can see multiple
| Drop Ships flying off, presumably to get help and eliminate the intruder
| (you).
|
| You find your first group of Authority Enforcers after exiting the balcony
| back inside. The corridor is very narrow, but you should manage. There are
| more Enforcers and an Authority Shield Guard ahead, so make sure to duck
| behind the rows of containers and toss some EMP Grenades their way. There is
| also some [AUTHORITY AV2X ROUNDS] on the containers to help you restock.
|
| There's another wave of Enforcers and Shield Guards up ahead, so use the
| barrels on the left side of the passage as cover. Once you wipe them out, a
| single Authority Elite appears around the corner. Remember that EMP Grenades
| have no effect, so stay behind cover at all times and peek out to deploy HE
| Grenades or unload some HE Rockets. Of course, now is also a perfect time to
| test out your new toy. :)
|
| Up ahead is some [AUTHORITY AV2X ROUNDS] and [AUTHORITY PULSE ROUNDS] on the
| left; grab them first, but then proceed to the right. Continue through the
| mechanized tunnel and eliminate the Authority Enforcers and Shield Guards
| that are alerted to your location. Step on the lift at the end.
|
| On the next floor, you will come to the Nexus Core.
.-----------------------.
| Initialize Nexus Core '-----------------------------------------------------
|
| Authority Mutants rear their ugly head here at the Nexus Core. They appear
| similar to the standard Club Mutants and Dagger Throwers, but have patches
| of armor plating and carry powerful pulse cannons (similar to the ones used
| by Authority Elites, but nowhere near as powerful).
|
| Since Authority Mutants have a long-range weapon, you cannot let them
| advance and blast them with the Combat Shotgun like you have with Mutants in
| the past. Use your Authority Machine Gun and Authority Pulse Cannon to help
| dispatch them (Advanced Wingsticks also work very well); to help aid you is
| some [AUTHORITY AV2X ROUNDS] and [BFG ROUNDS] on one of the containers.
|
| After clearing out the Authority Mutants, interact with the computer screen
| at the end to complete the process.
.-----------------------------------------------------------.
| Insert drive into the ID terminal, upload ark coordinates '-----------------
|
| Walk past the computer terminal and onto the platform surrounding the
| spinning mechanism in the center. It's actually an elevator, so wait until
| you reach your destination. Approach the laser gate at the top for a pair of
| Authority Mutants to pop out of the vents. Kill them and opt for the stairs
| next to the gate, grabbing the [AUTHORITY PULSE ROUNDS] at the bottom.
|
| Press the computer screen to lower the gate, and go back up and through.
| Authority Mutants are jumping out left and right, so keep your head on a
| swivel and mow them down with the Authority Pulse Cannon; the same goes for
| any Enforcers you run into here as well. Disable the laser gate at the end
| and ride the lift.
|
| The catwalk at the end leads to yet another laser gate, so proceed to the
| lower level to find the computer screen that shuts it down. Be wary of the
| army of Authority Mutants that hop out of the ventilation shafts.
|
| Go past the lowered gate and into another hallway identical to the others.
| There are more vent openings, so you can expect Authority Mutants to pop up
| as you fight against the patrolling Authority Elite. Grab the [AUTHORITY
| AV2X ROUNDS] and [AUTHORITY PULSE ROUNDS] on the left and go right. Another
| Authority Elite is at the other end of the hall with some Enforcers, so get
| your big guns ready.
|
| Grab s'more [AUTHORITY AV2X ROUNDS] and [AUTHORITY PULSE ROUNDS] (is that
| all this place has to offer?) and step onto *gasp* another lift. This place
| is damn repetitive...
|
| Hit the switch, then activate the second one behind it to fiddle with the
| Nexus computer and complete your task.
.-----------------------------------------.
| Activate Satellite Positioning Terminal '-----------------------------------
|
| Two branches open up behind the computer with one of the terminals active.
| Inspect this one to activate the Satellite Positioning Terminal. While you
| wait for the process to be completed, Authority Mutants emerge and pursue
| you. Since you are on a circular platform, enemies can come from any and
| all directions. Watch yourself.
.-----------------------------------------.
| Activate Coordinate Decryption Terminal '-----------------------------------
|
| Yeah, more of the same. Press the other computer screen to begin sequence.
| You should have plenty of Authority Pulse Rounds and other supplies to
| survive this onslaught.
.-------------------------------------.
| Activate Data Transmission Terminal '---------------------------------------
|
| The third terminal is on the other side of the central column. This time, no
| one tries to stop you as you activate it. And that's a wrap! No epic final
| sequence. No badass final boss. Just some Mutants. Welp.
______________________________________________________________________________
==============================================================================
[7] SIDEQUESTS [0700]
==============================================================================
==============================================================================
THE SETTLEMENTS [0701]
==============================================================================
____________________________________________________________________________
|============================================================================|
| WINGSTICK MASTERY |
|============================================================================|
| |
| > Prove your skill with a Wingstick |
| |
| "Learning to throw a Wingstick may save your life, and I'm the best |
| teacher around. It's pretty simple, just throw the Wingstick at your |
| target and the Nano-core will do the rest. If the Wingstick survives |
| impact, it'll fly back to where you tossed it, so don't move around too |
| much. Prove you can handle 'em, and I'll tell Halek you're safe." |
| |
| Prereqs: - |
| Rewards: 5 Wingsticks |
|____________________________________________________________________________|
'============================================================================'
.-------------------.
| Wingstick Mastery '---------------------------------------------------------
|
| This mission is found at the Hagar Settlement and can be completed prior to
| the first job, "Quell the Bandit Threat" (it is recommended that you do so).
| Talk to Loosum Hagar to begin the mission, though it is more of a minigame
| than an actual mission. You are given the opportunity to test out Wingsticks
| on three cardboard targets: two are at the bottom of the barn and one at the
| top. Score three points for hitting the top one and two for the bottom pair.
|
| This job is very easy, even for first-timers. Wingsticks are awfully easy to
| use, though they seem to have a bit of a curve that requires some getting
| used to (I tend to aim the target reticule slightly to the left of my
| intended target). By scoring at least ten points, Loosum deems you worthy
| and hands you [5 WINGSTICKS] in addition to letting you purchase more from
| the town vendor.
____________________________________________________________________________
|============================================================================|
| RADIO TOWER REPAIR |
|============================================================================|
| |
| > Realign the Radio Tower up on the ridge |
| |
| "Couldn't help but notice stranger, that gun you're carrying isn't much of |
| anything. Help us out here, and I'll give you a real weapon. The Radio |
| Tower to the Northeast stopped working, and we need you to fix it. It was |
| probably knocked out of alignment. So just head up there and activate the |
| Auto Calibrate. You get it working again, and I'll give you a Combat |
| Shotgun we uncovered. Sound good?" |
| |
| Prereqs: "Quell the Bandit Threat" |
| Rewards: Combat Shotgun |
|____________________________________________________________________________|
'============================================================================'
.-----------------------------------.
| Head Northeast to the Radio Tower '-----------------------------------------
|
| You receive this job from Rikter during the beginning stages of the "Where's
| Juno" mission: both missions require you to go to the radio tower, so you
| can kill two birds with one stone here.
|
| The radio tower is on top of a ridge down the road from the settlement. Use
| your Jetter ATV to get to the entrance and go up the hill. Wipe out the two
| Wasted Bandits and exit the building. Take cover when fighting another pair
| across the ridge before going inside yourself. Beware! There is a Wasted
| Shotgun on the opposite end of the ridge waiting for you, so stay on your
| toes. At the intersection, follow the radio tower sign.
.------------------------------.
| Activate the Auto-Calibrator '----------------------------------------------
|
| Take down the Mutant and pass by Juno's corpse. Walk around the bend to find
| a ladder at the end. Peer on the shelf to the left of the ladder for a
| [COLLECTOR CARD: RIKTER], then climb up to the second floor. The Auto-
| Calibrator is right in front of you, so yank the switch to fix the tower.
.-----------------------.
| Take the Zipline down '-----------------------------------------------------
|
| The zipline isn't too far; it can be reached by descending the stairs and
| following the catwalk. Ride the zipline to the other side of the ridge,
| which is right near where you parked.
.-------------------------------.
| Inform Rikter of your success '---------------------------------------------
|
| Drive to the Outrigger Settlement and give the news to Rikter. As he
| promised, he rewards you with the [COMBAT SHOTGUN] and some ammunition.
____________________________________________________________________________
|============================================================================|
| MUTANT ALERT |
|============================================================================|
| |
| > Warn the surrounding settlements about the Mutie activity |
| |
| "People need to be warned about those mutants! Take this Firework Cluster |
| to the ridge north of here, and shoot it off. I've got a Launcher there, |
| it won't be hard to find. But hurry, we're moving soon. This place is |
| getting too dangerous." |
| |
| Prereqs: "Where's Juno" |
| Rewards: $100, Adrenaline Overdrive Recipe |
|____________________________________________________________________________|
'============================================================================'
.---------------------------------------------------.
| Drive Far North to the Ridge by the Ghost Hideout '-------------------------
|
| From either settlement, get on your ATV and take off for the white diamond
| on the compass. The marked location is in front of the bridge leading to the
| Ghost Hideout, so you know where it is.
.-------------------------------------------------.
| Use the Launcher to shoot the Fireworks Cluster '---------------------------
|
| Everything seems fine and dandy until you inspect the launcher and the
| explosions go off. Turn around and scan the hills as you begin to hear
| rustling in the area. About three Mutants climb out of holes and lunge at
| you. Like Ghosts, Mutants are small and incredibly agile, making them tough
| targets to hit: the Combat Shotgun is the way to go here.
.-----------------------------.
| Return to Ramos for payment '-----------------------------------------------
|
| After defeating the trio of Mutants, you are free to return to Ramos at the
| Outrigger Settlement. He states that he saw the fireworks from here and
| commends you on a job well done. You are given the [ADRENALINE OVERDRIVE
| RECIPE] and some ingredients. When used, Adrenaline Overdrives temporarily
| boosts your max health for 60 seconds.
____________________________________________________________________________
|============================================================================|
| DURAR'S CHALLENGE |
|============================================================================|
| |
| > Beat D R's best time |
| |
| "You're looking good out there. Care to test your skills on a course? Come |
| back and see me if you dare. I'm over here at my Garage in the Hagar |
| Settlement if you forgot. D R out." |
| |
| Prereqs: "Destroy the Barricade" |
| Rewards: - |
|____________________________________________________________________________|
'============================================================================'
.-------------------.
| Durar's Challenge '---------------------------------------------------------
|
| This is one of those mini-quests you've been encountering in the main quest
| line. After blowing up the barricade leading to Wellspring, Durar phones you
| and suggests that you head to his garage for a little chit-chat. Head over
| there whenever you get a chance and talk to him. Doing so segways into the
| next sidequest.
____________________________________________________________________________
|============================================================================|
| DURAR'S TIME TRIAL |
|============================================================================|
| |
| > Visit D R and test your driving skills on a race course |
| |
| "I put together my own little time trial race. You want to give it a go? |
| Race down to the Flag and back. Just look on your map if you get lost, but |
| remember the most direct route may not be the easiest. If you manage to |
| beat my time, I'll give you an Evenflow 2x Boost." |
| |
| Prereqs: "Durar's Challenge" |
| Rewards: Evenflow 2x Boost, Collector Card: Dune Buster |
|____________________________________________________________________________|
'============================================================================'
.--------------------.
| Durar's Time Trial '--------------------------------------------------------
|
| Accepting the job automatically teleports you to the race track. You must
| beat D R's time of 45 seconds to win the reward. For the first racing job,
| this one is pitifully easy and you will likely beat it on your first try.
| You must race to the flag and back - you start off at the entrance to the
| Hagar Settlement and must race to the flag located near the Ark Entrance
| (where the game began).
|
| Constantly use your boost and monitor the meter on the bottom of the screen
| to see how much you have left. Repeatly boost when the bar fills up again to
| keep your top speed. There are a few twists and turns as well as a fork or
| two, but generally stick to the left for the best time. I've noticed a few
| enemies running around, but just boost past them. Once you hit the flag,
| pull your parking brake with B and retrace your steps.
|
| Once you beat Durar's par time, you receive the [EVENFLOW 2X BOOST]. This
| upgrade gives you a longer boost. D R also gives you the [COLLECTOR CARD:
| DUNE BUSTER] for besting his time.
==============================================================================
WELLSPRING [0702]
==============================================================================
____________________________________________________________________________
|============================================================================|
| MISSING PERSON |
|============================================================================|
| |
| > Search the Ghost Hideout for signs of the kidnapped citizen |
| |
| "Attention Wellspring citizens and visitors! A member of our community was |
| abducted by the Ghost Clan. We are looking for anyone brave enough to |
| explore the Ghost Hideout for signs of their whereabouts. It will be |
| dangerous, but you will be rewarded for your efforts. Find evidence of the |
| missing citizen to earn the reward." |
| |
| Prereqs: "Dan's Request" |
| Rewards: $200 |
|____________________________________________________________________________|
'============================================================================'
.-------------------------.
| Return to Ghost Hideout '---------------------------------------------------
|
| When you first gain access to Wellspring during the job, "Dan's Request",
| you can pay a visit to the job board and pick up this sidequest. The job
| board is on the wall across from Outfitters. Your duty is to return to the
| Ghost Hideout first explored in the beginning of the game in order to search
| for the missing civilian.
.-------------------------.
| Find the Missing Person '---------------------------------------------------
|
| The Ghost Clan has been upgraded since being embarrassed the first time
| around: you can expect to find Ghost ARs and Ghost Shotguns lurking through
| through the desecrated hotel, and Ghost Bonesticks like always.
|
| Make a left and head up the stairs to the end of the zipline wire. Grab the
| [QUAYOLA QUAYONS] off the ground in front of the blocked staircase, then
| turn back and take the other path towards the hotel lobby.
|
| There is a lock on the door to the woman's bathroom near the hotel lobby.
| Use a Lock Grinder to find [2 FELTRITE CRYSTALS] and a [COLLECTOR CARD:
| GHOST PISTOL] inside, then enter the lobby and continue down the hall. Two
| Ghost ARs take cover on the other end, so do the same and eliminate them.
| Also pick up the [STEEL BLADES] off of the couch on the right.
|
| You can see a corpse tied up behind the duo, though it is not your intended
| target. Enter the courtyard on the left and kill the two Ghost Bonesticks.
| Go into the room ahead, grab an [ELECTRICAL WIRE KIT] and slay the Ghosts
| inside. Walk down the hall to where you got ambushed last time. No such
| outcome this time, so walk in front of the giant statue to locate two dead
| bodies, presumably those of the Wellspring inhabitants.
____________________________________________________________________________
|============================================================================|
| SETTLER POSTAL |
|============================================================================|
| |
| > Deliver the mail on time to earn your pay |
| |
| "You there, the package delivery service is looking for more drivers! |
| Name's Stanley, and this is Stanley Express. Just select a destination and |
| off you go, couldn't be easier. Of course, there's a bit of time pressure. |
| But, make the delivery on time, and I'll pay you well. Miss the time, and |
| you get nothing. Looks like you chose the Settler Postal route. Take these |
| packages to our friends out West." |
| |
| Prereqs: "Wellspring Bound" |
| Rewards: $100 |
|____________________________________________________________________________|
'============================================================================'
.----------------.
| Settler Postal '------------------------------------------------------------
|
| After completing "Wellspring Bound" the post office underneath Sheriff
| Black's office opens up. Stanley reveals that he's been short-staffed as of
| late and needs help with mail duty. You can select any of the three missions
| he offers.
|
| Mailing letters is serious business, even in a post-apocalyptic world, so
| your efforts will be timed. If you fail to deliver all the letters on time,
| the mission will end and you won't get paid.
|
| You have two minutes to deliver three letters. You travel through Wasted
| Territory towards the Hagar Settlement as Bandits try to attack. Fighting
| them wastes too much time, so boost right on past. The first job is easy:
| drive over to Mutant Bash TV and ram into the Stanley Express Mailbox to
| automatically deliver it. The second letter is just around the corner at
| Crazy Joe's Shack. The final letter must be dropped off at Hagar Settlement.
____________________________________________________________________________
|============================================================================|
| BANDIT POSTAL |
|============================================================================|
| |
| > Deliver the mail on time to earn your pay |
| |
| "You there, the package delivery service is looking for more drivers! |
| Name's Stanley, and this is Stanley Express. Just select a destination and |
| off you go, couldn't be easier. Of course, there's a bit of time pressure. |
| But, make the delivery on time, and I'll pay you well. Miss the time, and |
| you get nothing. Looks like you chose the Bandit Postal route. These |
| parcels go to our less reputable customers." |
| |
| Prereqs: "Wellspring Bound" |
| Rewards: $150 |
|____________________________________________________________________________|
'============================================================================'
.---------------.
| Bandit Postal '-------------------------------------------------------------
|
| After completing "Wellspring Bound" the post office underneath Sheriff
| Black's office opens up. Stanley reveals that he's been short-staffed as of
| late and needs help with mail duty. You can select any of the three missions
| he offers.
|
| Mailing letters is serious business, even in a post-apocalyptic world, so
| your efforts will be timed. If you fail to deliver all the letters on time,
| the mission will end and you won't get paid.
|
| You have 2:20 to deliver a total of four packages. This time you are driving
| to more distant locations that aren't necessarily on the same route. First,
| drive over to the Shrouded Bunker to deliver the first letter, then pedal
| over to the mailbox at the Scorched Territory. The third package must be
| delivered to the Wasted Territory, and the last one all the way at the Ghost
| Hideout. Make sure to utilize the vehicle's boosters.
____________________________________________________________________________
|============================================================================|
| NORTHERN EXPRESS |
|============================================================================|
| |
| > Deliver the mail on time to earn your pay |
| |
| "You there, the package delivery service is looking for more drivers! |
| Name's Stanley, and this is Stanley Express. Just select a destination and |
| off you go, couldn't be easier. Of course, there's a bit of time pressure. |
| But, make the delivery on time, and I'll pay you well. Miss the time, and |
| you get nothing. Looks like you chose the Northern Express. Take this mail |
| to our patrons up North." |
| |
| Prereqs: "Wellspring Bound" |
| Rewards: $200 |
|____________________________________________________________________________|
'============================================================================'
.------------------.
| Northern Express '----------------------------------------------------------
|
| After completing "Wellspring Bound" the post office underneath Sheriff
| Black's office opens up. Stanley reveals that he's been short-staffed as of
| late and needs help with mail duty. You can select any of the three missions
| he offers.
|
| Mailing letters is serious business, even in a post-apocalyptic world, so
| your efforts will be timed. If you fail to deliver all the letters on time,
| the mission will end and you won't get paid.
|
| The Northern Express is definitely the most challenging of the delivery
| jobs, with six packages to deliver and only 3:25 to do it. You will have to
| do some backtracking like in Bandit Postal, making your job even harder.
|
| The first mailbox is tough to reach: it's in Shrouded Territory, up on a
| high ledge that you must boost up onto. If you miss the jump on your first
| attempt, you should restart the mission. Next, follow the radar to Feltrite
| Crater for the second delivery, then to Kvasir's Lab. Return to the entrance
| ramp you drove underneath and take it to the Northern Watch Tower.
|
| For the fifth delivery, follow the path through the Scorcher Territory to
| another Stanley Express Mailbox on the top of a ramp. I don't know why, but
| the white markers on the radar told me to pass it completely, so try to look
| for the tall red beacons signifying the mailbox instead of completely
| following the radar. The final mailbox is at the Authority Prison nearby.
____________________________________________________________________________
|============================================================================|
| MUTANT MENACE |
|============================================================================|
| |
| > Protect the Repair Worker while he fixes the equipment |
| |
| "Mutants are destroying our water lines! We need a Sharp Shooter to |
| provide Sniper Cover while our Worker repairs the equipment. If we don't |
| stop them, the Mutants will cut off water to Wellspring. If you accept, |
| the job begins immediately. We'll pay you if you can keep the Worker |
| alive." |
| |
| Prereqs: "Wellspring Bound" |
| Rewards: $200 |
|____________________________________________________________________________|
'============================================================================'
.---------------.
| Mutant Menace '-------------------------------------------------------------
|
| You will be teleported to the worker's location upon accepting this job.
| For this sidequest, you are given the [SNIPER RIFLE AUTO-LOADER], which
| essentially turns your Sniper Rifle into an automatic weapon. Very useful
| when sniping multiple enemies like you'll be doing in a second.
|
| You get a TON of Sniper Rounds for this mission, so there's no way you to
| run out of ammunition. Assuming you're on Normal mode, each Mutant can be
| taken down with one, maybe two clean body shots. No need to aim for the head
| here; it's too difficult when taking into account the distance and recoil of
| the gun.
|
| The worker is on the left side of the field, fixing the water tower. Two
| Mutants start off right below you, so snipe them to get things started.
| Eventually, a guard shows up and helps out, so you can monitor his health
| (along with the worker) at the top of the screen. Don't let the guard take
| all the heat, so help him out when you can since he isn't as useful as one
| would assume. Mutants spawn from the eastern and northwest roads; reload
| in between waves.
|
| Eventually, the worker moves to the right side of the screen and starts
| patching things up there. Again, keep holding off Mutants and try to keep
| the guard alive as long as possible, since the worker can die in just a few
| hits.
|
| Sometimes Mutants strangely end up in the sniper post with you, prompting
| you to back off from below and deal with them up close. I don't know how or
| why it happens, but it is very distracting and can put your two allies in
| real danger if you're not covering them.
|
| Once the worker finishes on the right side, the Mutant activity will cease
| and you will be rewarded with $200.
____________________________________________________________________________
|============================================================================|
| STOLEN MERCHANDISE |
|============================================================================|
| |
| > Head to the Wasted Garage and locate the stolen booze |
| |
| "The Wasted Clan stole my booze, and I want revenge! A while ago, some |
| Wasted Bandits hijacked a case of my best booze. I don't care about the |
| booze. You can keep it if you find it, but I want you to kick their asses |
| real good. Head West to the Wasted Garage and teach those Bandits to never |
| steal from me again. Find that booze and pay those bastards back, and |
| you'll be handsomely rewarded." |
| |
| Prereqs: "Wellspring Bound" |
| Rewards: $200 |
|____________________________________________________________________________|
'============================================================================'
.--------------------------------.
| Head back to the Wasted Garage '--------------------------------------------
|
| Stock up on goods before you drive off to the Wasted Garage. Make sure to
| purchase the [ASSAULT RIFLE] if you have not at this point; it is one of the
| more useful weapons at this stage of the game and onward. As for the Wasted
| Garage, you can take the back exit through the Ghost Territory to avoid
| unnecessary backtracking.
.-----------------------.
| Find the stolen Booze '-----------------------------------------------------
|
| As you round the corner into the garage where you fought the Wasted Boss,
| there are around seven Wasted occupying the vicinity (most of them Wasted
| ARs). Take cover behind the work benches and the cars, and waste them all
| (no pun intended).
|
| Head up the stairs and toss an HE Grenade through the doorway to clear out
| the room. Continue backtracking through the garage, past where you located
| the Distributor Cap. Slay the Wasted Club and walk towards the closed door.
| A Wasted Shotgun kicks it open, so immediately duck back around the corner
| before he can take a big chunk out of your health.
|
| Aside from this bloke, there are a handful of Wasted ARs banded together on
| the far end. Fight fire with fire and proceed to the staircase. If you have
| not noticed by now, there are no collectibles to find on your second trip to
| the Wasted Garage, although any Collector Cards you missed on your first
| trip can still be obtained.
|
| Once at the top of the stairs, plug the Wasted Club that chases after you
| and eliminate the pair of Wasted ARs guarding the booze. Next, head inside
| and grab the [STOLEN BOOZE] from the table (represented as 8 Beer Bottles in
| your inventory). The quest is over and the remaining floors are sealed off,
| so exit the same way you came in. Since the mission ends as soon as you take
| the booze, you do not have to return it to anyone and can simply sell it for
| your own personal gain. Mwahaha!!
____________________________________________________________________________
|============================================================================|
| CARAVAN COVER |
|============================================================================|
| |
| > Protect the Caravan as it heads out from Wellspring |
| |
| "Supplies are ready for delivery to Gun Barrel across the Wasteland. The |
| most dangerous part of the trip to Gun Barrel is the area right outside of |
| Wellspring. We need Sniper Cover to ensure the Caravan makes it out of the |
| area. If you accept, the job begins immediately. Payment will be made once |
| the Caravan has left the area." |
| |
| Prereqs: "Mutant Menace" |
| Rewards: $200 |
|____________________________________________________________________________|
'============================================================================'
.---------------.
| Caravan Cover '-------------------------------------------------------------
|
| This mission is similar to its predecessor, "Mutant Menace". Bandit Vehicles
| arrive and deploy Wasted. Some hide behind their rides and shoot at the
| caravan while others run up and try to bludgeon the guards to death. To
| complete this sidequest, the caravan must not be destroyed and at least one
| guard must be left standing. You still have the Sniper Rifle Auto-Loader,
| which means no more constant reloading after every shot.
|
| There are two stages to this mission. First, the caravan and its enforcers
| stay on the right side of the large rock spire in front of you, and two
| Bandit Vehicles roll in. Try to take out the Wasted Clubs that pursue the
| guards first, then worry about the ones shooting from afar. Continue sniping
| the Wasted until the caravan's mounted turrets blow up their vehicles.
|
| When the caravan drives to the left side of the spire, two more buggies show
| up: one on the ground near the caravan and the other on the overpass above.
| In addition to Wasted shooting on the ground and above, exploding RC Cars
| drive up to the caravan in a kamikaze attempt. These toys are small and
| fast, making them difficult to hit. The guards usually take them out, but
| still don't leave them completely unattended.
|
| Once the caravan blows up the remaining vehicles and the Wasted are all
| toast, your ride drives off into the distance. The sidequest will be yours
| as long as the caravan has at least one escort.
____________________________________________________________________________
|============================================================================|
| THE EXCHANGE |
|============================================================================|
| |
| > Protect Sheriff Black during the exchange with the Authority |
| |
| "Sheriff Black is making an exchange with the Authority! We need Sniper |
| Cover to ensure the Sheriff makes it back alive. With the Authority, it's |
| a sure thing something is going to happen. If you accept, the job begins |
| immediately. Keep Sheriff Black alive and we'll reward you." |
| |
| Prereqs: "Caravan Cover", "Liberate Captain Marshall" |
| Rewards: $200 |
|____________________________________________________________________________|
'============================================================================'
.--------------.
| The Exchange '--------------------------------------------------------------
|
| This is the final Job Board mission, and is only available once you have
| completed the story mission "Liberate Captain Marshall" and the previous
| Job Board quest, "Caravan Cover".
|
| Similar to the previous sniper missions, it is up to you to protect Sheriff
| Black while he interacts with members of the Authority. Things go sour right
| out of the gate, as a pair of Authority Snipers show up with their laser
| sights pointed right at the Sheriff. Immediately trace the lasers up to the
| source and kill the two Authority Snipers positioned on top of the highway.
|
| An Authority Dropship comes into play and deploys a few Authority Enforcers;
| try to shoot their jetpacks as they land for a quick kill. More Authority
| Snipers appear on top of the buildings in Dead City, so look way up at the
| top of the screen to find them. A final pair are on the ground near the
| entrance ramp leading to the Northern Watch Tower. Throughout all of this,
| monitor Sheriff Black's health bar to make sure he's okay.
____________________________________________________________________________
|============================================================================|
| A PROPOSITION |
|============================================================================|
| |
| > Talk with Phallinx at the Hagar Settlement about his proposition |
| |
| "I've got a business proposition involving a rare Engineering Schematic. I |
| live West of Wellspring in the Hagar Settlement. Come pay me a visit if |
| you're interested. Oh, and you better not be afraid of kicking some Bandit |
| butt, because this job won't be easy." |
| |
| Prereqs: "The Mayor Calls" |
| Rewards: - |
|____________________________________________________________________________|
'============================================================================'
.------------------------------------.
| Drive over to the Hagar Settlement '----------------------------------------
|
| You obviously know where you're going, since you have visited the Hagar
| Settlement from here countless times. Hop in one of your vehicles and mosey
| on over to the town.
.-------------------------------------------.
| Speak with Phallinx about the Job Posting '---------------------------------
|
| Phallinx is the bald fella with the scruffy beard standing in front of the
| garage. Have a chat with him. The Shrouded Clan presumably have an advanced
| RC Bomb Car Schematic stored up in their hideout, and Phallinx wants you to
| go and find it.
____________________________________________________________________________
|============================================================================|
| RC PROTOTYPE |
|============================================================================|
| |
| > Find the Advanced RC Bomb Car Prototype in the Shrouded Bunker |
| |
| "I heard that the Shrouded Clan is working on an Advanced RC Bomb Car |
| Prototype. If you're willing to head back to the Shrouded Bunker and find |
| the Prototype, I might be able to reverse engineer it. Then I could |
| upgrade your RC Bomb Cars. Get your hands on an RC Bomb Car Prototype, and |
| I'll upgrade your Schematic." |
| |
| Prereqs: "A Proposition" |
| Rewards: Advanced RC Bomb Car Schematic |
|____________________________________________________________________________|
'============================================================================'
.----------------------------------.
| Head back to the Shrouded Bunker '------------------------------------------
|
| Using your vehicle, proceed towards Wellspring and enter Shrouded Territory.
| Go inside the Shrouded Bunker the same way as before.
.--------------------------------.
| Find the RC Bomb Car Prototype '--------------------------------------------
|
| The first room is devoid of enemies, but there is a trio of Shrouded in the
| hole you created from the first bomb cache in your previous visit. One of
| them is a Shrouded Minigun, so don't go in guns blazing. Toss an HE Grenade
| at the big lug's feet and follow up with Sniper Rifle fire. Once he's down,
| you can take care of the two Shrouded ARs any way you'd like. Since you
| already combed through this place once, don't expect to find much loot.
|
| Two Shrouded surprise you after riding the elevator down to the lower level.
| Take cover behind the boxes on the elevator and pick them off, then proceed
| through the tunnel to the atrium. You can expect to find another Shrouded
| Minigun alongside some other foes, so get your Sniper Rifle and HE Grenades
| ready.
|
| Walk past where the enemies came from and go through the open door on your
| left. A few of the paths here are blocked off, forcing you to enter the
| circular room and take the door inside. Shoot the Shrouded below from the
| balcony and head through the door.
|
| In there area where the second bomb cache was found, a Shrouded Minigun and
| some ARs pour in through an open door. Stay on the balcony and deal with
| them from up here. Once the Minigun is downed, you can descend the stairs
| and kill the others. First, go inside the room with the bomb cache remains
| and out the other end to find an [EXPLOSIVE PACK], then backtrack through
| and collect the loot from the corpses. Pick up the [RC CAR KIT] on the table
| in the back and enter the door where the enemies emerged from.
|
| A Shrouded AR or two may be guarding the [BOMB CAR PROTOTYPE] found on the
| work bench in the next room, but they shouldn't put up much of a fight.
.----------------------------------------.
| Return the Prototype to Phallinx Hagar '------------------------------------
|
| Walk up the staircase and through the passage to end up back near the
| elevator. Ride it up to the surface; several Shrouded ARs act as the last
| line of defense. Exit the bunker the same way you came in, then return to
| Phallinx and fork over the RC Bomb Car Prototype to receive the [ADVANCED
| RC BOMB CAR SCHEMATIC] and the associated ingredients.
____________________________________________________________________________
|============================================================================|
| MIRACLE CURE |
|============================================================================|
| |
| > Find a Night Blossom in Crazy Joe's Swamp |
| |
| "My wife's taken ill, and I'm mixing 'er up medicine to cure what ails |
| 'er. Only ingredient left is Night Blossom, and the only place it grows is |
| Crazy Joe's Swamp. Can you bring a Night Blossom to me? You make it back |
| with the Night Blossom, and I'll give you my Special Recipe." |
| |
| Prereqs: "Wellspring Bound" |
| Rewards: Apophis Infusion Recipe |
|____________________________________________________________________________|
'============================================================================'
.--------------.
| Miracle Cure '--------------------------------------------------------------
|
| You can find an old man sulking by himself at a booth inside the Second
| Chance Bar. If you pick Richard's brain, he informs you that his wife is
| sick and the final piece of his medicine is in a dangerous part of the
| Wasteland. Agree to get it for him and he will reward you.
|
| Crazy Joe's Swamp is located in the Wasted Territory, not too far from the
| Mutant Bash TV studio. Follow your compass and exit the buggy once you reach
| the swamp entrance.
|
| Walk inside the shack and have a talk with Crazy Joe... you will soon
| understand why he got his nickname. Take the [COLLECTOR CARD: CRAZY JOE]
| from the table and search the swamp.
|
| Grab the [BANDAGES] and [WATER PURIFIER] on the dock and enter the murky
| water. Trudge through the nasty pond to find the [NIGHT BLOSSOM] not too far
| from the dock. You're free to return to Richard and complete the sidequest,
| but I suggest you investigate the crater past the pond and get the [2 DESERT
| SPORES].
|
| Back at town, Richard will give you the [APOPHIS INFUSION RECIPE], a very
| useful recipe that allows you to increase your maximum health. Since old man
| Richard gives you the ingredients, you can make an Apophis Infusion and
| permanently increase your max health. The two main ingredients used are
| Night Blossoms and Desert Spores, so every so often stop by at the swamp to
| collect more plants and beef up your health.
____________________________________________________________________________
|============================================================================|
| SALLY'S OFFER |
|============================================================================|
| |
| > Talk to Sally at the Second Chance Bar in Wellspring about a job offer |
| |
| "Sally, the Bartender in Wellspring, has a job offer for you. It'd be in |
| your best interest to see her as soon as possible. You'll find her working |
| at the Second Chance Bar. Walk right on up and talk to her. Don't be shy. |
| The sooner you see Sally, the more lucrative her offer can be." |
| |
| Prereqs: "Arming Your Buggy" |
| Rewards: - |
|____________________________________________________________________________|
'============================================================================'
.---------------.
| Sally's Offer '-------------------------------------------------------------
|
| Anytime after the "Arming Your Buggy" mission, this sidequest automatically
| begins when you try to leave Wellspring through Mick's Garage. Head to the
| bar and talk to Sally, the bartender. She makes you a deal in that for every
| Bandit Vehicle you destroy, she pays up. Sound good?
____________________________________________________________________________
|============================================================================|
| SALLY'S BOUNTY |
|============================================================================|
| |
| > Take out Bandit Vehicles for Sally at the Second Chance Bar |
| |
| "Let me give you some advice, your reputation is everything here. Best way |
| to gain respect is making the roads safer, and the best way to make the |
| roads safer is destroying Bandits. Safer roads means more business for my |
| bar. Every Bandit you destroy in the Wasteland, I'll reward you for it. |
| Every Bandit Vehicle you destroy, I'll reward you." |
| |
| Prereqs: "Sally's Offer" |
| Rewards: Money, Racing Certificates, Collector Card: Sally LePrine |
|____________________________________________________________________________|
'============================================================================'
.----------------.
| Sally's Bounty '------------------------------------------------------------
|
| This is an ongoing, continuous job that can never technically be completed.
| The more Bandit Vehicles you destroy throughout the game, the more money and
| Racing Certificates Sally forks over. You might as well accept it as early
| as possible since it always says in your jobs menu. Make sure to stop at the
| Second Chance Bar every so often to collect your rewards. Sally hands over
| the [COLLECTOR CARD: SALLY LEPRINE] the first time you stop in to collect
| your money and Racing Certs.
____________________________________________________________________________
|============================================================================|
| FINDING FELTRITE |
|============================================================================|
| |
| > Find 20 Feltrite Crystals for Jacob at the Second Chance Bar |
| |
| "You're from one of those Arks aren't you? I've got a great opportunity |
| for you. Keep an eye out for Feltrite Crystals while you travel. You know |
| the blue shards of Apophis? That's what I need, and you need this |
| Defibrillator Speeder-Upper-Thing I found. You collect 20 Feltrite |
| Crystals for me and I'll give you this Defibrillator Upgrade." |
| |
| Prereqs: "Hijacked Well" |
| Rewards: Defibrillator Upgrade |
|____________________________________________________________________________|
'============================================================================'
.------------------.
| Finding Feltrite '----------------------------------------------------------
|
| Jacob in the Second Chance Bar somehow got his hands on a Defibrillator
| Upgrade, and he is willing to give it to you in exchange for 20 Feltrite
| Crystals. Feltrite Crystals are typically found in Bandit hideouts: by this
| time in the game (after the "Hijacked Well" mission), I had 14 out of 20.
| It is highly recommended that you talk to Jacob and start this side mission
| before you complete the "Deadly Delivery" mission.
|
| During the "Deadly Delivery" quest, you encounter a Feltrite Tempest. This
| lil' minigame allows you to collect a nice (around six or seven) amount of
| Feltrite Crystals, so you should have 20 after a successful Feltrite Tempest
| minigame. If not, there is another Feltrite Tempest later on in the game, so
| simply play through the main storyline and you'll eventually have enough.
|
| This Defibrillator Upgrade reduces the amount of recharge time to five
| minutes instead of six.
==============================================================================
SUBWAY TOWN [0703]
==============================================================================
____________________________________________________________________________
|============================================================================|
| BRICK'S OFFER |
|============================================================================|
| |
| > See Brick at the Fez Bar in Subway Town about a job offer |
| |
| "Brick, the bartender in Subway Town, has a job offer for someone like |
| you. Word around town is that you can get things done, and Brick needs |
| someone like that. Pay him a visit at the Fez Bar in Subway Town. He'll |
| tell you the details, but don't wait too long. The sooner you see Bricker, |
| the more money you stand to make." |
| |
| Prereqs: "Talk to Captain Marshall (4)" |
| Rewards: - |
|____________________________________________________________________________|
'============================================================================'
.---------------.
| Brick's Offer '-------------------------------------------------------------
|
| After speaking with Redstone during the mission "Gaining Influence", you
| automatically receive this quest. Go inside the Fez Bar and have a chat with
| Brick, the bartender.
____________________________________________________________________________
|============================================================================|
| BRICK'S BOUNTY |
|============================================================================|
| |
| > Take out Bandit Vehicles for Brick |
| |
| "I got shipments coming, and I don't want trouble on the roads! Damn |
| Bandits have been causing problems for my liquor suppliers. I'd pay |
| handsomely if you took to the roads and killed a few. Tell you what, you |
| take out an Authority Predator and I'll pay you double. For every enemy |
| Vehicle you take out, I'll dish out some Cash and a Race Certificate." |
| |
| Prereqs: "Brick's Offer" |
| Rewards: Money, Racing Certificates |
|____________________________________________________________________________|
'============================================================================'
.----------------.
| Brick's Bounty '------------------------------------------------------------
|
| This is an ongoing, continuous job that can never technically be completed.
| The more Bandit Vehicles you destroy throughout the game, the more money and
| Racing Certificates Brick gives you. You might as well accept it as early
| as possible since it always says in your jobs menu. Make sure to stop at the
| Fez Bar every so often to collect your rewards. In addition to Bandit
| Vehicles, Brick offers double the reward for every Authority Predator you
| take down.
____________________________________________________________________________
|============================================================================|
| COMET BLOOM |
|============================================================================|
| |
| > Gather Comet Bloom for Norbu's pain medicine |
| |
| "Can you help an old man like myself? My muscles and joints are making it |
| harder for me to walk these days, but I heard about a plant called Comet |
| Bloom. I hear chewing it makes the pain go away. Problem is, I ain't got |
| no way of getting it; the stuff grows near impact Craters like those way |
| North of here in Gearhead territory. You find me some Comet Bloom, and |
| I'll give you something you can use." |
| |
| Prereqs: "Talk to Captain Marshall (4)" |
| Rewards: $350 |
|____________________________________________________________________________|
'============================================================================'
.-------------.
| Comet Bloom '---------------------------------------------------------------
|
| The old fella standing to the left of the Fez Bar is Norbu, and his aging
| body is naturally causing a bit of stress on the geezer. Rumor has it that
| the Comet Bloom plant helps alleviate muscle and joint pain, but at his age,
| Norbu cannot go out and find them himself. That's where you come in.
|
| Enter the Eastern Wasteland and follow the radar north. Drive through the
| snaking canyon towards an Authority gate. Exit the vehicle and walk up the
| slope on the left to find a [COMET BLOOM]. One plant is all you need, though
| you should be able to find one or two more to the right of the gate.
|
| Back at Subway Town, deliver the Comet Bloom to Norbu for your reward.
____________________________________________________________________________
|============================================================================|
| ABANDONED DISTILLERY |
|============================================================================|
| |
| > Distill two bottles of Blueshine for Dietrich |
| |
| "I've encountered some challengest at my Distillery. Every time I turn on |
| my machines, Muties hear the noise and come running. The job is easy, find |
| my Empty Bottles and use my machine to fill them with Blueshine. The hard |
| part is surviving long enough to collect the bottles. You'll find a Cave |
| just off the bridge out of Subway Town. The Cave leads to the back |
| entrance of the Abandoned Distillery. Bring back two bottles of Blueshine |
| and I'll give you something very valuable." |
| |
| Prereqs: "Mutant Expansion" |
| Rewards: Regenerative Infusion Schematic |
|____________________________________________________________________________|
'============================================================================'
.-----------------------------------------------------.
| Use the cave path to reach the Abandoned Distillery '-----------------------
|
| Across from the Management Office on the second floor is a tiny office
| housing Dietrich; this door opens up once you complete the quest, "Mutant
| Expansion". Talk to fancy-pants weirdo inside and accept his request to
| tinker around in the dangerous distillery.
|
| Outside, cross the bridge as if you were going down to the Blue Line Station
| but veer to the right and follow the narrow cave entrance on foot. The place
| looks cool, but the Distillery Caves is pretty bare aside from a [COLLECTOR
| CARD: PORTMAN] resting on a crate about halfway through.
|
| Inside the Abandoned Distillery, stroll past the lockers and duck underneath
| the wooden boards barricading the doorway. The door ahead is locked, and
| even if you don't have a Lock Grinder you can find a [LOCK GRINDER] inside
| the desk drawer in the office along with [2 BOOKS], a [BEER BOTTLE], and [3
| SMALL OBJECTS]. Alternatively, jump on the stack of cabinets in the corner
| and use the ventilation shaft to bypass the door and save the Lock Grinder.
|
| In the next room, grab the [FATBOYS], [4 OIL LITERS], [2 SMALL OBJECTS] and
| a single [BEER BOTTLE] before moving into the room ahead. Pick up the [2 OIL
| LITERS] and walk down the slope just as a Mutant jumps off a conveyor belt
| and through the floorboards. Follow him through the hole and crouch inside
| the pipe.
|
| To the right, use an EMP Grenade or a similar item to short-circuit the
| yellow power box; you gain access to a supply closet containing an [ADVANCED
| SENTRY TURRET], [RC BOMB CAR], [BUCKSHOTS], [SNIPER ROUNDS], [TOOLS], a
| [BEER BOTTLE], [STEEL-TIPPED BOLTS], and a [SMALL OBJECT].
|
| Head the other way where the Mutants are and eliminate them all. Once at the
| base of the spiral staircase, a couple Mutants drop down and ambush you.
| After, get the [8 SMALL OBJECTS] and [2 BOOKS] lying on the desk and also
| the [2 OIL LITERS] and [2 BEER BOTTLES] in the back room. At the top of the
| staircase, you find yourself in an old storage room.
|
| Some of the lock boxes are open, revealing random goodies. Steal the [2 OIL
| LITERS], the [FOOD CAN], [BEER BOTTLE], and [SMALL OBJECT] before walking up
| the ramp overlooking a hungry Mutant. Drop down on him and kill the second
| one just below.
|
| You are treated to a large Mutant ambush in the vat room up ahead. Take out
| the Combat Shotgun and go to town on the Mutants. In the storage closet in
| the back corner lies [3 SMALL OBJECTS], [3 FOOD CANS] and a [BEER BOTTLE].
|
| Once the Mutant flow comes to a halt, have a look around. There are two
| ladders in the chamber: one that leads up and another one on the perimeter
| that leads down. Take the latter and walk around the big vat to find a
| mattress and some random junk: [3 BOOKS], [6 FOOD CANS], a [SMALL OBJECT],
| [OIL LITER], and a [BANDAGE].
|
| Most importantly, there is a valve that unlocks a nearby door. Turn the
| valve and return to the chamber, then immediately hang a right when getting
| off the ladder to find a small entranceway. There is an "id" monument made
| out of junk and presumably the signatures of all the employees - this is the
| Dev Graffiti room, and you unlock the "Dev Graffiti" Achievement when you
| step foot inside. There's nothing of worth other than the Achievement.
|
| Now climb up the ladder to the top of the vats. More Mutants attack you up
| here, including Scoop Mutants, so keep them at bay or else you may risk
| getting knocked down to the floor.
|
| Follow the vats and catwalks to the upper ledge and enter the next room.
| Fall down the open ventilation shaft as you slide down into the distilling
| chamber. Ascend the stairs.
.------------------------------.
| Grab the empty Chemical Jugs '----------------------------------------------
|
| Welp, the [2 EMPTY CHEMICAL JUGS] are on the table at the top of the stairs,
| glowing in the darkness for your convenience. Pick them up.
.--------------------------------------------------------.
| Use the Distiller to fill the first Jug with Blueshine '--------------------
|
| Behind the jugs is a table containing [3 BOOKS], [3 OIL LITERS], and [2
| SMALL OBJECTS]. Place the first Chemical Jug in the contraption beside where
| you found them and turn the wheel to fire up the distiller. As the distiller
| works its magic, Mutants keep you occupied. They come from virtually all
| angles, so stay on a pivot and keep spinning around with your Combat Shotgun
| in hand. After a minute or so, the hatch pops open with your [JUG OF
| BLUESHINE].
.---------------------------------------------------------.
| Use the Distiller to fill the second Jug with Blueshine '-------------------
|
| All you have to do is repeat the process for the second Empty Jug. Again,
| more Mutants (mainly Club Mutants and Dagger Throwers) swarm the distilling
| chamber. The process takes around a minute, so it's not exactly a death
| sentence. The Advanced Sentry Turret you found earlier in the distillery
| may come in handy here.
.----------------------------------------.
| Take the Jugs of Blueshine to Dietrich '------------------------------------
|
| A door near the staircase appears out of nowhere, so head through with the
| two jugs in hand. Make your way to the ladder at the dead end and climb to
| the top to end up at the entrance to the Abandoned Distillery. From here, it
| is smooth sailin' back to Dietrich. He repays you with the [REGENERATIVE
| INFUSION SCHEMATIC] and the necessary ingredients - a Regenerative Infusion
| is a nifty item that increases your health regeneration for 90 seconds.
____________________________________________________________________________
|============================================================================|
| BOUNTY HUNTER |
|============================================================================|
| |
| > Return to the Abandoned Distillery and stop the Thief |
| |
| "There's a thief after my Blueshine Recipe! I need someone to track him |
| down and insure he doesn't discover my secret. I was told that he learned |
| of my Distillery and struck out immediately. Please, someone, stop him |
| before he ruins my profits! If you stop him, you can take whatever you |
| want from the Distillery." |
| |
| Prereqs: "Abandoned Distillery" |
| Rewards: 2 Vials of Blueshine |
|____________________________________________________________________________|
'============================================================================'
.--------------------------------------.
| Get back to the Abandoned Distillery '--------------------------------------
|
| This is a step-by-step rehash of the "Abandoned Distillery" mission, so head
| to the garage, drive through the Wasteland, pass through the Distillery
| Caves and enter the Abandoned Distillery for a second time.
.----------------.
| Find the Thief '------------------------------------------------------------
|
| To the surprise of no one, very little has changed during your second visit.
| The doorway near the lockers is blocked off, so instead you will be
| backtracking to the distilling chamber. Still familiar territory. Climb/drop
| down the shaft and follow the tunnel to find the thief.
.------------------------------------------.
| Take the Thief's Empty Jugs for yourself '----------------------------------
|
| Rather, you find the corpse of the thief. Some Mutants scamper away as you
| approach the culprit and the [2 EMPTY CHEMICAL JUGS]. Pick them both up.
.--------------------------------------------------------.
| Use the Distiller to fill the first Jug with Blueshine '--------------------
|
| This is seriously deja vu. You likely just got finished with the "Abandoned
| Distillery" mission and you have to redo the key moments all over again.
| Place the Empty Chemical Jug inside the slot in the mechanism and turn the
| wheel to start it up. Unsurprisingly, a wave of Mutants tries to halt your
| progress. Keep them at bay until the process stops and take the [BLUESHINE].
.--------------------------------------------------------.
| Use the Distiller to fill the other Jug with Blueshine '--------------------
|
| Repeat the same exact process with the second Empty Chemical Jug. More
| waiting, more fighting, and more Blueshine. Claim the second [BLUESHINE] and
| be on your way.
____________________________________________________________________________
|============================================================================|
| EVICTION NOTICE |
|============================================================================|
| |
| > Head down to the Blue Line Station and evict the Shrouded Clan |
| |
| "The Shrouded Clan attacked the Blue Line Station! Outnumbered and |
| outgunned, our workers were massacred, but not before sending out a |
| distress call. We can't let the Shrouded get a food hold so close to |
| Subway Town. Someone's gotta get down there and boot 'em out. Get 'em out |
| of there and we'll pay you for your services." |
| |
| Prereqs: "Gearhead Vault" |
| Rewards: $200 |
|____________________________________________________________________________|
'============================================================================'
.---------------------------------.
| Return to the Blue Line Station '-------------------------------------------
|
| Here's a reminder to anyone who forgot to reach the Blue Line Station: exit
| Subway Town and drive across the bridge, then follow the sloping trail on
| the side of the bridge to get underneath. From there, follow the road to a
| marked door.
.----------------------------.
| Kill every Bandit you find '------------------------------------------------
|
| Like all sidequests that involve revisiting locations, nothing major has
| changed here in the Blue Line Station. The only glaring difference is the
| multitude of dead bodies that can be looted for items and money.
|
| Proceed through the train cars to the TNT detonator to witness a firefight
| in progress. Help out against the Shrouded Clan by sniping enemies from in
| the train car, then exit into the room when the numbers dwindle. After
| shredding through the Gearhead Clan and wicked Mutants, the Shrouded Clan
| should not put up much of a fight. All you find here are Shrouded ARs.
|
| After clearing out the first room, hop across the train tracks straight
| ahead from the detonator and slay a few more baddies around the corner. A
| Sentry Turret is waiting to strike in the maintenance tunnel, so duck around
| the corner and hurl an EMP Grenade at it before sprinting past.
|
| You see some Shrouded ARs running into position in the tunnel ahead, but you
| can snipe them before they reach their posts. Either way, eliminate all the
| enemies before following the tracks up the hill to the room where you fought
| the Large Mutant. There are a lot more Shrouded ARs in here, but you might
| have a few surviving security guards that can help you out for like... ten
| seconds.
|
| As you exit to the right, another Sentry Turret catches you surprise. Toss
| an EMP Grenade on the ledge to disable it. Hop onto the ledge and continue
| through the bathroom. There are about five or six Shrouded in the next room,
| including a guy on a turret at the top of the room. Take him down with
| either a well-placed headshot or by shooting the yellow gas canisters next
| to the turret, then finish off the rest.
|
| Scour the room for loot before leaving through the train car on the left.
| Exit the office and disable the pair of Sentry Turrets lining the stairs and
| ascend them to the Guacamolito stand. A group of Shrouded ARs infiltrate the
| hallway, joined by a Shrouded Shotgun and a Shrouded Minigun. The Shrouded
| Shotgun runs up to you, so immediately send him packing and then direct your
| attention to the Minigun. A few Pop Rockets or Dynamite Bolts should do the
| trick, and use any firepower on the remaining ARs.
|
| Return to where you found the TNT in your last visit here; instead of TNT,
| you'll come across [3 NANOTRITE CONDUITS], [2 ELECTRICAL WIRE KITS], [5
| SMALL BATTERY PACKS], and [4 EXPLOSIVE PACKS]. Go back down the stairs past
| the Guacamolito stand to engage in a battle against more Shrouded.
|
| Afterwards, continue down the stairs and towards another train car. A
| Shrouded Shotgun kicks the door open and charges you, so back up and plug
| him to get the last laugh. He is the final Shrouded in the Blue Line
| Station, so the sidequest should finish once he's dead.
____________________________________________________________________________
|============================================================================|
| HELP WANTED |
|============================================================================|
| |
| > Return to the Gearhead Vault and shut down the Authority's Mobile |
| Generators |
| |
| "The Authority are setting up an outpost in the old Gearhead Vault! Isn't |
| that great? Well... actually there are better places to live than the old |
| Gearhead Vault, right? Perhaps, someone, could kindly suggest they look |
| for a better spot. You could even shut down their Mobile Generators to |
| help them pack! Help the Authority shut down their Mobile Generators to |
| earn the standard movers fee." |
| |
| Prereqs: "Gearhead Vault" |
| Rewards: $200 |
|____________________________________________________________________________|
'============================================================================'
.------------------------------.
| Return to the Gearhead Vault '----------------------------------------------
|
| The Management Office door on the second floor of Subway Town is still
| unlocked, so you should have no trouble getting back to the Gearhead Vault.
.------------------------------------------------------------.
| Locate and neutralize the first Authority Mobile Generator '----------------
|
| As previously mentioned, Gearheads are absent from the Gearhead Vault, as
| the place has become overrun by the Authority. And Authority Drone will
| likely spot you before you go too far, alerting you to the Enforcers. Duck
| behind cars and make your way through the first floor of the parking lot
| while gunning down bad guys. You can find [2 EMP GRENADES] on a small table
| around the corner.
|
| The first Mobile Generator is near the base of the ramp leading to the
| second floor. An EMP Grenade will do, and you should have some considering
| there are two on the table here.
.-------------------------------------------------------------.
| Locate and neutralize the second Authority Mobile Generator '---------------
|
| An Authority Shield Guard and Enforcer descend from the second level, so be
| on your toes. There is nothing on the second floor, so go up another level
| to the main entrance to the Gearhead Vault.
|
| Defeat another Authority Shield Guard/Enforcer pairing and pass by the ATMs
| (loot them first, of course!). The second Mobile Generator is on your right
| and can be destroyed with an EMP Grenade, Electro Bolts, or melee attacks.
.------------------------------------------------------------.
| Locate and neutralize the third Authority Mobile Generator '----------------
|
| The laser gate behind the Mobile Generator dissipates. There are three
| Authority Enforcers stationed in the next room - one at the top of the
| staircase - so find cover and carefully kill all three. Climb the top of the
| stairs and proceed through the hole in the wall leading to the propellar
| room (luckily the propellars are deactivated).
|
| Shoot your way down the hallway and into the dark offices, where the final
| Mobile Generator is protected by a pair of Authority Shield Guards and an
| Enforcer. Stay inside the doorway and toss an EMP Grenade inside to disable
| the enemy shields (and likely the Mobile Generator for good measure), then
| follow up with HE Grenades. Again, you can find [2 EMP GRENADES] on a desk
| near a row of computers if you're running low or empty.
|
| With the third Authority Mobile Generator down, the quest comes to an end.
| You can backtrack through the Gearhead Vault the same way you came in to
| escape - no need to worry about any resistance on your exit.
____________________________________________________________________________
|============================================================================|
| MONARCH NEEDED |
|============================================================================|
| |
| > See if Starky will race for his Monarch |
| |
| "That Cuprino you're driving is not going to last long against what's |
| waiting for you out there. If I were you, I'd see about getting something |
| with a little more fight in it. I hear Starky's been flapping his lips, |
| bragging about his skills and his Monarch. Maybe you should start with |
| him. He's downstairs by Sparky's. Go see Starky, and don't come back till |
| you've got his Monarch." |
| |
| Prereqs: "Gearhead Vault" |
| Rewards: - |
|____________________________________________________________________________|
'============================================================================'
.----------------.
| Monarch Needed '------------------------------------------------------------
|
| After completing the "Gearhead Vault" mission and accepting "The Price of
| Power", Redstone suggests that you get an upgrade from your Cuprino. Starky
| can be found in the Subway Town basement, near Sparky's Autoparts. Talk to
| him to begin the next quest.
____________________________________________________________________________
|============================================================================|
| STARKY'S MONARCH |
|============================================================================|
| |
| > See if Starky will race for his Monarch |
| |
| "Back for some whup-ass, loser? I beat everybody back in Wellspring, and |
| now I'm gonna do it here. But, I can't beat ya if you're too chicken to |
| race, so let's raise the stakes. You beat me and you win my Monarch, it's |
| the best set of wheels money can buy." |
| |
| Prereqs: "Monarch Needed" |
| Rewards: Monarch |
|____________________________________________________________________________|
'============================================================================'
.------------------.
| Starky's Monarch '----------------------------------------------------------
|
| Accept the smug Starky's challenge to automatically enter a race with him.
| Hopefully your current vehicle has been upgraded with suitable boosters and
| turning. Even without a modded Cuprino, this race is still easy.
|
| The trickiest part of this mission is the racetrack itself. The track is
| small and the signs aren't particularly helpful. The entire track is one
| large u-turn, so even though there are some open routes that look like you
| can take them, try to follow the orange signs at all times. I managed to
| boost past Starky in the opening seconds and never looked back.
|
| The Monarch is a heavily-armored vehicle that is also fast; it's all-around
| better than the Cuprino by a long shot. Aside from the standard Minigun and
| Rocket Launcher, the Monarch is also equipped with a deadly Pulse Cannon.
______________________________________________________________________________
==============================================================================
[8] WEAPONS [0800]
==============================================================================
==============================================================================
MAIN WEAPONS [0801]
==============================================================================
.----------------.
| Settler Pistol '------------------------------------------------------------
|
| The Settler Pistol is the first weapon you obtain in the game, and as a
| result, tends to get faded out by the game's end. Still, the Settler Pistol
| is a very effective weapon in the early stages of the game and is still
| useful later on when paired with strong ammunition types. This revolver has
| a decent rate of fire and fair accuracy as well.
|
| You can purchase the Monocular to zoom in when aiming and increase the
| Settler Pistol's accuracy tenfold.
|
| The Settler Pistol can use four ammo types:
|
| > Pistol Rounds
| > Fatboys
| > Killbursts
| > Fat Mammas
.----------------.
| Combat Shotgun '------------------------------------------------------------
|
| The quintessential FPS shotgun. The Combat Shotgun is given to you as a
| reward for completing the "Radio Tower Repair" sidequest. The Combat Shotgun
| is fiercely powerful and can take down most enemies in one or two close-
| range shots; it is great to use in cramped areas such as hallways. As an
| added bonus, the shotgun shells have the chance of stunning enemies if they
| aren't hit dead-on, which obviously can aid you in combat. Definitely a gun
| you will be using until the end of the main story.
|
| You can purchase the Shotgun Extender to increase the Combat Shotgun's
| magazine and allow for a faster reload.
|
| The Combat Shotgun can use three ammo types:
|
| > Buckshot
| > Pulse Shot
| > Pop Rockets
.---------------.
| Assault Rifle '-------------------------------------------------------------
|
| Probably one of the more commonly-used gun throughout the game, the Assault
| Rifle is a standard automatic rifle capable of firing dozens of rounds in
| the snap of a finger. You can buy the Assault Rifle at any shop in the game,
| though it's best you pick it up at the Hagar Settlement as soon as you can
| afford it. It is great for taking on groups of enemies and is pretty
| powerful despite being surprisingly inaccurate. Stick with it until you can
| get the Authority Machine Gun.
|
| You can purchase the AR Concentrator and the AR Stabilizer, which reduces
| the gun's recoil and stabilizes the Assault Rifle to increase accuracy,
| respectively.
|
| The Assault Rifle can use two ammo types:
|
| > Steel AR Rounds
| > Feltrite AR Rounds
.--------------.
| Sniper Rifle '--------------------------------------------------------------
|
| The Sniper Rifle is one of my favorite weapons in the game and despite only
| having one ammunition type, is very fun to use and can kill many enemies in
| one hit (headshot). It is the most accurate weapon when zoomed in, but
| landing a shot unzoomed is nearly impossible to do. You'll surely be using
| this weapon althroughout the game, since it does a great job at eliminating
| targets from a long range.
|
| You can obtain the Sniper Rifle Auto-Loader in the "Mutant Menace"
| sidequest, which turns the Sniper Rifle into an automatic weapon and does
| not require you to reload after every shot taken.
|
| The Sniper Rifle can use one ammo type:
|
| > Sniper Rounds
.------------------.
| Striker Crossbow '----------------------------------------------------------
|
| The Striker Crossbow is incredibly fun to use because it doesn't make a
| peep when firing and leaves you virtually undetected during use, making it
| the perfect weapon to use when being stealthy. After completing the quest,
| "Resupply Dan Hagar", you receive the weapon during the mini-mission "Grab
| the Crossbow". Again, the Striker Crossbow is great for silent kills, but
| it doesn't have the best aiming feature due to a lack of zoom and also has
| a slow reload time.
|
| The Striker Crossbow can use four ammo types:
|
| > Steel-tipped Bolts
| > Electro Bolts
| > Mind Conrol Bolts
| > Dynamite Bolts
.-----------------------.
| Authority Machine Gun '-----------------------------------------------------
|
| This will likely be your most used weapon when obtained and is a clear
| upgrade from the Assault Rifle. The Authority Machine Gun has a much faster
| firing rate than the Assault Rifle and also a quicker reload and bigger
| magazine (and a zoom for increased accuracy). You can buy the Authority
| Machine Gun from Outfitters at Wellspring, but you can also choose to wait
| and find one free of charge inside the Shrouded Bunker (inside a locked
| room that requires a Lock Grinder).
|
| You can purchase the AMG Laser Sight attachment to add a laser sight to the
| end of the gun, which increases the accuracy when not zoomed in.
|
| The Authority Machine Gun can use two ammo types:
|
| > Authority MG Rounds
| > Authority AV2x Rounds
.-----------------.
| Rocket Launcher '-----------------------------------------------------------
|
| Naturally, the Rocket Launcher can provide some booms and create huge dents
| in enemy forces. This hunk of a weapon can pack a punch and should be
| reserved only for huge enemies like the Large Mutant or Kraken. You receive
| the Rocket Launcher in the Dead City before facing off against the Giant
| Mutant. While this weapon is very powerful, it also has a painfully slow
| reload and zooming in with the aim takes a second or two, making it a poor
| choice when facing off against multiple enemies at once or out in the open.
|
| The Rocket Launcher can use two ammo types:
|
| > HE Rockets
| > Viper Rockets
.------------------------.
| Authority Pulse Cannon '----------------------------------------------------
|
| It is a shame that you receive this beast of a gun before the final story
| mission, because it is a real doozy. The Authority Pulse Cannon acts as a
| minigun and can tear through armored enemies like a hot knife through
| butter. It has decent accuracy due to the fact that you cannot aim with the
| Left Trigger like with most guns. It is fun to use if you ask me.
|
| The Authority Pulse Cannon can use two ammo types:
|
| > Authority Pulse Rounds
| > BFG Rounds
==============================================================================
QUICK USE WEAPONS [0802]
==============================================================================
.-----------.
| Wingstick '-----------------------------------------------------------------
|
| The Wingstick is a makeshift buzzsaw that can be thrown at enemies like a
| lethal frisbee. The Wingstick has three sharp blades that can be used to
| sever enemy body parts and can lead to decapitations on weaker foes. You
| must complete the "Wingstick Mastery" sidequest in order to be able to use
| these weapons.
|
| The Wingstick has a sort of homing capability where it will travel to where
| you are aiming, so turn to face your target before throwing. It is also a
| silent killer, making it a great choice when trying to be sneaky. You can
| obtain Advanced Wingsticks late in the game by purchasing the Schematic at
| Jani's Supplies (all Wingsticks in your inventory are automatically
| converted into Advanced Wingsticks when you pick up the Schematic). These
| ones are more durable and can hit multiple targets.
|
| The following ingredients are needed to make a Wingstick/Advanced Wingstick:
|
| > 1 Steel Blade
| > 1 Hardware Packet
| > 1 Electrical Wire Kit
.------------.
| HE Grenade '----------------------------------------------------------------
|
| This is your standard frag grenade. The High Explosive (HE) Grenade are
| frequently found during your journeys and can be used to dominate enemies
| that are hiding behind cover or chip away health of a powerful foe. When
| you press the Left Bumper you throw the grenade, but holding down the Left
| Bumper allows you to "cook" the grenade. Pay attention to the meter on the
| screen when cooking; cooking helps destroy enemies without giving them the
| chance to scram when they see a grenade lying next to their feet.
.-------------.
| EMP Grenade '---------------------------------------------------------------
|
| EMP Grenades do not deal damage to baddies, but rather help disable enemy
| armor. These grenades should be used against armored enemies such as the
| Authority (especially Shield Guards) and Sentry Bots/Turrets. You can also
| use them to destroy Authority Power Supplies. Like HE Grenades, you can cook
| EMP Grenades to prevent enemy escape.
|
| The following ingredients are needed to make an EMP Grenade:
|
| > 1 Electrical Wire Kit
| > 1 Feltrite Power Pack
| > 3 HE Grenades
.-------------.
| RC Bomb Car '---------------------------------------------------------------
|
| A bomb on wheels, the RC Bomb Car is a remote-controlled toy car with a
| bomb strapped to the top. Like one would expect, you are given free reign
| of these vehicles and can drive them around enemy terrain with the use of a
| remote control. When controlling an RC Bomb Car, pay attention to the signal
| strength displayed onscreen: the farther the car is from the remote, the
| lower the signal gets. If you drive too far, you lose a signal and the car
| automatically detonates.
|
| You can use the RC Bomb Car in a number of ways. First and foremost, it is a
| great way to sneak up on enemies since you can control the car and drive it
| over to an enemy location without leaving your cover. It can also be used to
| access ventilation shafts and small alcoves that you normally could not
| reach. The Advanced RC Bomb Car has a more powerful bomb and is also
| strapped with EMP bombs, disabling enemy armor as well as damaging them.
|
| The following ingredients are needed to make an RC Bomb Car/Advanced RC Bomb
| Car:
|
| > 1 Explosive Pack
| > 1 Nanotrite Conduit
| > 1 Small Battery Pack
| > 1 RC Car Kit
.------------.
| Sentry Bot '----------------------------------------------------------------
|
| A Sentry Bot is a mechanical spider that can be deployed in order to aid the
| player in firefights. These robotic allies are surprisingly useful and can
| hold their own against most opponents. Sentry Bots walk around, can fire
| a machine gun at enemies from a distance, and even perform a close-range
| stab attack. Sentry Bots are not only used to help take down baddies, but
| can also provide distractions for you to pull off a surprise attack.
|
| The Advanced Sentry Bot is an upgraded version of the previous; it is able
| to hurdle over small objects and obstacles and also deals more damage.
|
| The following ingredients are needed to make a Sentry Bot/Advanced Sentry
| Bot:
|
| > 1 Ordnance Pack
| > 1 Nanotrite Conduit
| > 1 Small Battery Pack
| > 1 Electrical Wire Kit
| > 1 Hardware Packet
.---------------.
| Sentry Turret '-------------------------------------------------------------
|
| Similar to the Sentry Bot but unable to move, the Sentry Turret can be
| summoned to help soak enemy fire and alleviate stress. The Sentry Turret is
| perfectly capable of holding its own in a fight, although it only targets
| one enemy at a time. The turret isn't as accessible as the Sentry Bot since
| it is sessile and can be knocked over, rendering it basically useless.
|
| The Advanced Sentry Turret, just like all other advanced models, is an
| upgraded version of the regular Sentry Turret and is more powerful and can
| withstand more abuse.
|
| The following ingredients are needed to make a Sentry Turret/Advanced Sentry
| Turret:
|
| > 1 Ordnance Pack
| > 1 Turret Barrel
| > 1 Nanotrite Conduit
| > 1 Small Battery Pack
| > 1 Electrical Wire Kit
==============================================================================
AMMUNITION [0803]
==============================================================================
.----------------.
| Settler Pistol '------------------------------------------------------------
|
| > Pistol Rounds
| Standard Settler Pistol ammo. They are used in the early stages of the
| game when you don't have any other alternatives, but fail to meet
| expectations when you start fighting more powerful Bandit Clans.
|
| > Fatboys
| These bullets deal twice as much damage as Pistol Rounds, though they have
| a smaller clip, forcing you to reload more frequently. Fatboys can also be
| used as an ingredient to create Fat Mammas.
|
| > Killbursts
| The Inception of ammunition, it's a bullet inside of a bullet inside of a
| bullet. Think Russian Dolls. As a result, firing a Killburst basically
| turns the Settler Pistol into an automatic, creating a quick burst of
| gunfire.
|
| > Fat Mammas
| These are twice as powerful as the Fatboys and four times as deadly as the
| regular Pistol Rounds. It also has a smaller ammo clip than the Fatboys.
| Fat Mammas are the sole reason that you may want to use the Settler Pistol
| in late-game action against strong, armored foes.
.----------------.
| Combat Shotgun '------------------------------------------------------------
|
| > Buckshot
| Standard Combat Shotgun ammo. Just like any shotgun ammo, it creates a
| wide spread that does not have much range. It is devastating up close.
|
| > Pulse Shot
| The Pulse Shot fires an EMP round, making it useful against mechanical
| devices and Authority soldiers. Unlike Buckshots, Pulse Shots have a long
| range and good accuracy.
|
| > Pop Rockets
| Pop Rockets turns your Combat Shotgun into your own personal grenade
| launcher. Use them to fire a ticking timebomb in an arc that is slightly
| less powerful than an HE Grenade. Great against armored foes and big ol'
| baddies.
.---------------.
| Assault Rifle '-------------------------------------------------------------
|
| > Steel AR Rounds
| Standard Assault Rifle ammo. It is a basic bullet that deals moderate
| damage to enemies, though is significaly less damaging when attacking
| shielded and heavily-armored targets.
|
| > Feltrite AR Rounds
| use the Feltrite AR Rounds in place of the Steel AR Rounds when up against
| armored enemies such as the Authority. They are more powerful than their
| counterpart and can pierce through armor.
.--------------.
| Sniper Rifle '--------------------------------------------------------------
|
| > Sniper Rounds
| Standard Sniper Rifle ammo. You only need one ammunition type with the
| Sniper Rifle since it is already incredibly powerful. One headshot will
| kill most enemies unless they are wearing a helmet.
.------------------.
| Striker Crossbow '----------------------------------------------------------
|
| > Steel-tipped Bolts
| Standard Striker Crossbow ammo. If you are looking to stay silent, look no
| further than the Steel-tipped Bolts. These bolts make no noise when shot
| and slice into enemy flesh without a sound. They are powerful when aimed
| at heads and most headshots will automatically kill an enemy.
|
| > Electro Bolts
| These bolts are surging with electricity, which can disable mechanical
| devices (Power Supplies) or stun enemies. Try it out in a large group to
| damage the primary target and also jolt any surrounding enemies. If any
| foes are standing in water, shoot the water to electrocute everyone!
|
| > Mind Conrol Bolts
| These are a blast to use. Shoot an enemy with a Mind Control Bolt to
| temporarily take control of them. You can stumble and lurch around for a
| short while until they explode (you can also trigger their explosion at
| a time of your choosing). Take control of an enemy and lead him towards
| his friends for a real treat.
|
| > Dynamite Bolts
| Another really fun weapon to use for the Striker Crossbow; Dynamite Bolts
| are essentially a ticking time bomb that can be shot and lodged into
| enemies. It tends to be an automatic kill since the Dynamite Bolts blow
| up soon after making contact. It's fun to plant an enemy only for them to
| rear back in horror as they ultimately explode.
.-----------------------.
| Authority Machine Gun '-----------------------------------------------------
|
| > Authority MG Rounds
| Standard Authority Machine Gun ammo. Just like the Assault Rifle, the
| Authority Machine Gun doesn't offer much in terms of ammo versatility. The
| bullets offer a high rate of fire and are still powerful even against
| Authority enemies and the like.
|
| > Authority AV2x Rounds
| The Authority AV2x Rounds are simply an upgrade from the Authority MG
| Rounds. They have the ability to break through armor and can take down
| armored foes much faster than the gun's standard ammunition.
.-----------------.
| Rocket Launcher '-----------------------------------------------------------
|
| > HE Rockets
| Standard Rocket Launcher ammo. HE Rockets are more powerful than the
| Combat Shotgun's Pop Rockets and are a great option for taking down huge,
| monstrous opponents.
|
| > Viper Rockets
| The Viper Rockets are only useful for destroying enemy vehicles, so they
| are the clear-cut choice if you find yourself out in the Wasteland without
| a vehicle. They are homing missiles that can only target vehicles, so do
| not try using them against regular enemies.
.------------------------.
| Authority Pulse Cannon '----------------------------------------------------
|
| > Authority Pulse Rounds
| This causes your Authority Pulse Cannon to turn into a minigun. It fires
| in a constant stream of bullets and has a very large clip, but holding
| down the trigger leads the ammo to run dry in record time. It has decent
| aim despite not being able to zoom in and can rip most enemies to shreds.
|
| > BFG Rounds
| Hence the ammo title, the BFG Rounds are not to be messed with. BFG Rounds
| are fired one at a time and must be charged up for a few seconds before
| firing. The gun fires a concentrated ball of energy that can obliterate
| virtually any enemy; it is the strongest ammunition in the game.
______________________________________________________________________________
==============================================================================
[9] ITEMS [0900]
==============================================================================
==============================================================================
USABLE ITEMS [0901]
==============================================================================
Like Quick Use Weapons, the items in this section can be assigned to the Quick
Use map and use them with the Left Bumper.
.--------------.
| Usable Items '--------------------------------------------------------------
|
| > Lock Grinder
| Grinds locks until they break open.
|
| > Bandages
| When Nanotries are too slow.
|
| > Adrenaline Overdrive
| Increases your max health for 60 seconds.
|
| > Apophis Infusion
| Permanently increases max health, but it tastes like ass.
|
| > Regerative Infusion
| Increases your health regenration rate for 90 seconds.
|
| > Authority Augmenter
| Increases the damage you inflict with all weapons for a limited time.
==============================================================================
SCHEMATICS [0902]
==============================================================================
Schematics are recipes that allow you to create items and weapons from
engineering parts. It is a great way to make stuff on the fly if you are short
on money or just choose not to spend it. Receiving a Schematic also gives you
the set of ingredients needed to make one of the item.
.------------.
| Schematics '----------------------------------------------------------------
|
| > Wingstick Schematic
| Received after completing the "Wingstick Mastery" sidequest. Requires:
| - 1 Steel Blade
| - 1 Hardware Packet
| - 1 Electrical Wire Kit
|
| > Bandages Schematic
| Given to you by Janus after completing "Where's Juno". Requires:
| - 1 Cloth Rag
| - 1 Antiseptic Formula
|
| > Adrenaline Overdrive Schematic
| A reward for completing the "Mutant Alert" quest. Requires:
| - 1 Bandage
| - 1 Night Blossom
| - 1 Mutant Adrenal Gland
|
| > Lock Grinder Schematic
| You get this during the "Find the Buggy Parts" mission. Requires:
| - 1 Electrical Wire Kit
| - 1 Hardware Packet
| - 1 Small Gear
|
| > Pop Rockets Schematic
| Can buy from Outfitters in Wellspring. Requires:
| - 16 Buckshots
| - 1 Explosive Pack
|
| > Fat Mammas Schematic
| Can buy from Outfitters in Wellspring. Requires:
| - 12 Fatboys
| - 1 Explosive Pack
|
| > Sentry Bot Schematic
| Can buy from Outfitters in Wellspring. Requires:
| - 1 Ordnance Pack
| - 1 Nanotrite Conduit
| - 1 Small Battery Pack
| - 1 Electrical Wire Kit
| - 1 Hardware Packet
|
| > Sentry Turret Schematic
| Can buy from Outfitters in Wellspring. Requires:
| - 1 Ordnance Pack
| - 1 Turret Barrel
| - 1 Nanotrite Conduit
| - 1 Small Battery Pack
| - 1 Electrical Wire Kit
|
| > Dynamite Bolts Schematic
| Can buy from Outfitters in Wellspring. Requires:
| - 6 Steel-tipped Bolts
| - 1 Explosive Pack
|
| > RC Bomb Car Schematic
| Received from Sheriff Black during "Destroy the Bomb Caches". Requires:
| - 1 Explosive Pack
| - 1 Nanotrite Conduit
| - 1 Small Battery Pack
| - 1 RC Car Kit
|
| > Apophis Infusion Schematic
| Obtained after completing the "Miracle Cure" sidequest. Requires:
| - 2 Desert Spores
| - 1 Bandage
| - 2 Night Blossoms
|
| > Advanced RC Bomb Car Schematic
| Given to you by Phallinx after the misssion "A Proposition". Requires:
| - 1 Explosive Pack
| - 1 Nanotrite Conduit
| - 1 Small Battery Pack
| - 1 RC Car Kit
|
| > Mind Control Bolts Schematic
| Received during the quest "Secret Delivery". Requires:
| - 12 Steel-tipped Bolts
| - 1 Explosive Pack
| - 1 Ghost Toxin
| - 2 Mutant Adrenal Glands
|
| > EMP Grenade Schematic
| Found in Authority Prison during "Liberate Captain Marshall". Requires:
| - 1 Electrical Wire Kit
| - 1 Feltrite Power Pack
| - 3 HE Grenades
|
| > Advanced Wingstick Schematic
| Can buy from Jani's Supplies in Subway Town. Requires:
| - 1 Steel Blade
| - 1 Hardware Packet
| - 1 Electrical Wire Kit
|
| > Advanced Sentry Bot Schematic
| Can buy from Jani's Supplies in Subway Town. Requires:
| - 1 Ordnance Pack
| - 1 Nanotrite Conduit
| - 1 Small Battery Pack
| - 1 Electrical Wire Kit
| - 1 Hardware Packet
|
| > Advanced Sentry Turret Schematic
| Can buy from Jani's Supplies in Subway Town. Requires:
| - 1 Ordnance Pack
| - 1 Turret Barrel
| - 1 Nanotrite Conduit
| - 1 Small Battery Pack
| - 1 Electrical Wire Kit
|
| > Regenerative Infusion Schematic
| Given to you after the "Abandoned Distillery" sidequest. Requires:
| - 1 Bandage
| - 2 Comet Bloom
| - 1 Vial of Blueshine
==============================================================================
INGREDIENTS [0903]
==============================================================================
Ingredients are items that are used in order to build Engineering Items. They
are commonly found all over the Wasteland but can also be purchased in shops.
Some ingredients also overlap in other categories (ex: Buckshots, Bandages).
.-------------.
| Ingredients '---------------------------------------------------------------
|
| > Antiseptic Formula
| Aside from its disinfecting power, it's also the main ingredient of
| Sally's Wellspring Martini. Ingredient for Bandages.
|
| > Bandages
| When Nanotrites are too slow. Ingredient for Adrenaline Overdrive, Apophis
| Infusion, Regenerative Infusion.
|
| > Buckshot
| Standard buckshot. Get more buck for your bang. Ingredient for Pop
| Rockets.
|
| > Cloth Rags
| Better clean these suckers off before wrapping your injured bits in them.
| Ingredient for Bandages.
|
| > Desert Spore
| Beautiful but deadly, only the buds can be consumed. Known for its
| curative properties. Ingredient for Apophis Infusion.
|
| > Electrical Wire Kit
| Assorted wires, connectors, and other electrical parts. Ingredient for
| Authority Augmenter, EMP Grenades, Lock Grinder, Sentry Bot, Sentry
| Turret, Wingsticks.
|
| > Explosive Pack
| Makes things go boom! Ingredient for Fat Mammas, Dynamite Bolts, Mind
| Control Bolts, Pop Rockets, RC Bomb Car.
|
| > Fatboys
| Double the size, double the damage but half the rounds. So ya better shoot
| straight! Ingredient for Fat Mammas.
|
| > Feltrite Coupler
| Authority power coupler. Ingredient for Authority Augmenter.
|
| > Feltrite Power Pack
| Feltrite powered fuel cell. Ingredient for Authority Augmenter, EMP
| Grenades.
|
| > Hardware Packet
| Random collection of nuts and bolts. Ingredient for Lock Grinder, Sentry
| Bot, Wingstick.
|
| > HE Grenades
| For when you don't care about making a mess. Ingredient for EMP Grenades.
|
| > Ghost Toxin
| Toxin the Ghost Clan almost used to poison the Well. Ingredient for Mind
| Control Bolts.
|
| > Mutant Adrenal Gland
| Known to affect metabolic rate when properly synthesized. Ingredient for
| Adrenaline Overdrive, Mind Control Bolts.
|
| > Nanotrite Conduit
| The conduit between your Nanotrites and your humanity. Ingredient for
| Authority Augmenter, RC Bomb Car, Sentry Bot, Sentry Turret.
|
| > Night Blossom
| An example of post-apocalypse flora. Known to stimulate endorphins.
| Ingredient for Adrenaline Overdrive, Apophis Infusion, Regenerative
| Infusion.
|
| > Ordnance Pack
| A collection of bullets and slugs used to cause a whole lot of carnage.
| Ingredient for Sentry Bot, Sentry Turret.
|
| > RC Car Kit
| All the pieces you need to make a remote controlled car. Assembly
| required. Ingredient for RC Bomb Car.
|
| > Small Battery Pack
| Perfect for powering mechanized instruments of death. Ingredient for RC
| Bomb Car, Sentry Bot, Sentry Turret.
|
| > Small Gears
| Sprockets and cogged wheels salvaged from machines long forgotten.
| Ingredient for Lock Grinder.
|
| > Steel Blades
| The sharp parts of a Wingstick. Ingredient for Wingsticks.
|
| > Steel-tipped Bolts
| Steel tipped crossbow ammo. You get the point. Ingredient for Dynamite
| Bolts, Mind Control Bolts.
|
| > Turret Barrel
| The business end of a lead spewing turret. Ingredient for Sentry Turret.
|
| > Vial of Blueshine
| Dietrich's secret ingredient. Ingredient for Regenerative Infusion.
==============================================================================
COLLECTOR CARDS [0904]
==============================================================================
Collector Cards are scattered all throughout the Wasteland, though some can be
purchased from stores and given to you for completing missions. These cards
are used in the Rage Frenzy minigame.
.-----------.
| Dan Hagar '-----------------------------------------------------------------
|
| Found in the Hagar Settlement. Go inside the building Dan spends his time in
| and search the beds to the right; the card is lying on a dresser.
|
| > Points: 10
| > Health: 5
| > Attack: 3
.------------.
| HE Grenade '----------------------------------------------------------------
|
| Found in the Hagar Settlement. Lying on top of a barrel near the garage
| entrance of the main building.
|
| > Points: 5
| > Health: -
| > Attack: 2
| > Explodes damaging all opponent's cards in play
.--------------.
| Loosum Hagar '--------------------------------------------------------------
|
| Found in the Hagar Settlement. Facing the main building that Dan is in, look
| to the left and go around the corner. Search the pile of rocks for the card.
|
| > Points: 15
| > Health: 5
| > Attack: 4
.-----------------.
| Ghost Bonestick '-----------------------------------------------------------
|
| Found in the Ghost Hideout. Can be obtained during the mission "Quell the
| Bandit Threat". When you reach an area with a corpse hanging from a ledge,
| the card is on the top of the ledge. You can either jump in the air and grab
| it or go around the corner to reach the top.
|
| > Points: 10
| > Health: 4
| > Attack: 3
.------------.
| Ghost Boss '----------------------------------------------------------------
|
| Found in the Ghost Hideout. When you reach the courtyard with the metal cube
| monument in the center, look around to find the card on a table.
|
| > Points: 15
| > Health: 6
| > Attack: 4
| > Ghost cards receive +1 damage boost
.-----------------.
| Janus Outrigger '-----------------------------------------------------------
|
| Found in the Outrigger Settlement. The card can be found on a sofa across
| from where Janus Outrigger is sitting.
|
| > Points: 10
| > Health: 5
| > Attack: 2
.---------------.
| Sentry Turret '-------------------------------------------------------------
|
| Found in Wasted Territory. Can be found in the mission "Where's Juno" when
| you go to the Radio Tower. In the first building, go down the staircase to
| find the card in a closet.
|
| > Points: 10
| > Health: 2
| > Attack: 5
.------------------.
| Rikter Outrigger '----------------------------------------------------------
|
| Found in Wasted Territory. Located in the same building where you find
| Juno's dead body. Go past him towards the ladder; the card is in an alcove
| to the left of the ladder.
|
| > Points: 10
| > Health: 4
| > Attack: 4
.-------------.
| Wasted Club '---------------------------------------------------------------
|
| Found in the Wasted Garage. After picking up the Alterator, head down the
| stairs to the lower floor. In the room, look for a staircase in the corner
| and climb to the top; the Collector Card is on the floor in the corner.
|
| > Points: 10
| > Health: 4
| > Attack: 4
.---------------.
| Wasted Pistol '-------------------------------------------------------------
|
| Found in the Wasted Garage. Proceed down to the second floor (go down two
| sets of stairs). Look behind the second staircase for the card inside a box.
|
| > Points: 10
| > Health: 5
| > Attack: 3
.---------------.
| Wasted Turret '-------------------------------------------------------------
|
| Found in the Wasted Garage. After downing the Wasted Boss, go behind the
| destroyed buggy and search the back end of the room for the card.
|
| > Points: 15
| > Health: 5
| > Attack: 5
.----------------.
| Dagger Thrower '------------------------------------------------------------
|
| Found in Ghost Territory. Drive your vehicle past the ramp leading down to
| the Ark Emergence; slow down and hug the guard rail on the right. Get out of
| your vehicle and follow the ledge to end up above the Wasted Garage exit.
| The Collector Card is at the end of the ledge here.
|
| > Points: 5
| > Health: 2
| > Attack: 2
.--------------.
| Ghost Pistol '--------------------------------------------------------------
|
| Found in the Ghost Hideout. During your second trip in the "Missing Person"
| sidequest, use a Lock Grinder to unlock the locked room near the entrance to
| find the card inside.
|
| > Points: 10
| > Health: 4
| > Attack: 4
.-------------.
| Dune Buster '---------------------------------------------------------------
|
| Found in the Hagar Settlement. D R gives you the Collector Card for beating
| the mission "Durar's Time Trial".
|
| > Points: 15
| > Health: 6
| > Attack: -
.---------------.
| Mayor Clayton '-------------------------------------------------------------
|
| Found in the either Wellspring or Subway Town. Purchase the Starter Deck to
| receive this card.
|
| > Points: 10
| > Health: 5
| > Attack: 2
.---------------.
| Sheriff Black '-------------------------------------------------------------
|
| Found in the either Wellspring or Subway Town. Purchase the Starter Deck to
| receive this card.
|
| > Points: 15
| > Health: 7
| > Attack: 3
| > Settler cards receive +1 damage boost
.------------.
| City Guard '----------------------------------------------------------------
|
| Found in the either Wellspring or Subway Town. Purchase the Starter Deck to
| receive this card.
|
| > Points: 5
| > Health: 2
| > Attack: 2
.--------.
| Jetter '--------------------------------------------------------------------
|
| Found in the either Wellspring or Subway Town. Purchase the Starter Deck to
| receive this card.
|
| > Points: 10
| > Health: 4
| > Attack: -
| > Vehicle must be targeted by ranged cards
.-------------.
| Club Mutant '---------------------------------------------------------------
|
| Found in the either Wellspring or Subway Town. Purchase the Starter Deck to
| receive this card.
|
| > Points: 5
| > Health: 2
| > Attack: 3
.---------------.
| Sally LePrine '-------------------------------------------------------------
|
| Found in Wellspring. Complete "Sally's Bounty" (destroy at least one Bandit
| Vehicle and return to Sally) to obtain the card.
|
| > Points: 15
| > Health: 7
| > Attack: 2
| > +1 hp to all cards in play when she attacks
.-----------.
| Crazy Joe '-----------------------------------------------------------------
|
| Found in Crazy Joe's Swamp. Look inside his shack at the swamp entrance to
| locate the Collector Card.
|
| > Points: 5
| > Health: 2
| > Attack: 2
| > Chance to stun target for a turn
.--------------.
| Scoop Mutant '--------------------------------------------------------------
|
| Found in Mutant Bash TV. After completing the challenge, explore the exit
| hallway in search for the card (on top of a dumpster).
|
| > Points: 10
| > Health: 4
| > Attack: 3
.-----------.
| JK Stiles '-----------------------------------------------------------------
|
| Found in Mutant Bash TV. JK Stiles himself gives you the card when you
| complete the quest "Mutant Bash TV".
|
| > Points: 15
| > Health: 7
| > Attack: 2
| > Mutant cards receive +2 damage boost
.---------.
| Cuprino '-------------------------------------------------------------------
|
| Found in Wellspring. You receive the card from Sheriff Black for completing
| the "Cuprino Needed" mission.
|
| > Points: 20
| > Health: 8
| > Attack: -
| > Vehicle must be targeted by ranged cards
.-------------.
| RC Bomb Car '---------------------------------------------------------------
|
| Found in the Shrouded Bunker. In the first room of the area, on top of a
| ledge to the left of the first RC Bomb Car tunnel.
|
| > Points: 10
| > Health: -
| > Attack: 3
| > Explodes damaging all opponent's cards in play
.-------------.
| Shrouded AR '---------------------------------------------------------------
|
| Found in the Shrouded Bunker. The Collector Card is found in the atrium; go
| to the central intersection and turn right to find it on a shelf.
|
| > Points: 10
| > Health: 5
| > Attack: 3
.----------------.
| Shrouded Heavy '------------------------------------------------------------
|
| Found in the Shrouded Bunker. Located in the room before the second bomb
| cache room. There is a large pipe lying on the ground on the far right side
| of the room, and peering inside will reveal the card.
|
| > Points: 20
| > Health: 10
| > Attack: 5
.------------------.
| Shrouded Minigun '----------------------------------------------------------
|
| Found in the Feltrite Crater. When you visit the area during "Feltrite
| Crater", enter the open shipping container to the right of the mailbox. It
| is dark inside, but the card is on the floor in the back corner.
|
| > Points: 25
| > Health: 10
| > Attack: 6
.------------.
| Sentry Bot '----------------------------------------------------------------
|
| Found in Kvasir's Lab. It is actually outside the laboratory, on top of a
| rock left of the bridge (just to the left of the mailbox).
|
| > Points: 10
| > Health: 3
| > Attack: 4
.----------.
| Enforcer '------------------------------------------------------------------
|
| Found in Scorcher Territory. As you head towards the sewers leading to the
| Dead City, check the ground in front of the sewer entrance to find it.
|
| > Points: 15
| > Health: 7
| > Attack: 4
.--------------.
| Large Mutant '--------------------------------------------------------------
|
| Found in the Dead City Streets. After escaping the boarded-up room where you
| are ambushed, go down the slope towards a staircase leading to the nearby
| building. There is a pipe near the stairs that is small enough for an RC
| Bomb Car. Send one inside and drive over to the explosive drums. Blow them
| up, then head into the building and enter the stairwell to reach the room
| and the Collector Card.
|
| > Points: 25
| > Health: 10
| > Attack: 4
| > Target's neighboring cards take 1 damage
.--------.
| Kraken '--------------------------------------------------------------------
|
| Found in the Dead City Streets. Once you destroy the Kraken, enter the gory
| room he came out of to spot the Collector Card on the floor in a pile of
| guts.
|
| > Points: 20
| > Health: 9
| > Attack: 4
| > Chance to stun target for a turn
.--------------.
| Slime Mutant '--------------------------------------------------------------
|
| Found in Dead City Central. As soon as you enter the area (after defeating
| your first Slime Mutant), hang a left to find the card on a table.
|
| > Points: 15
| > Health: 7
| > Attack: 4
| > Chance to stun target for a turn
.-----------.
| Drop Mine '-----------------------------------------------------------------
|
| Found in The Well. When in the long hallway with the row of pillars, hug the
| left wall to find a hidden alcove with a ladder. At the top is the card on a
| shelf.
|
| > Points: 10
| > Health: -
| > Attack: 6
| > Explodes causing damage to vehicles only
.--------.
| Valder '--------------------------------------------------------------------
|
| Found in The Well. After meeting Valder, follow him to his group of friends
| that are battling Mutants. Continue past them to the dead end and grab the
| card on a table.
|
| > Points: 15
| > Health: 7
| > Attack: 4
.--------------.
| Power Supply '--------------------------------------------------------------
|
| Found in the Authority Prison. Located on a shelf in the room containing the
| first Power Supply.
|
| > Points: 20
| > Health: 7
| > Attack: -
| > +1 dmg and +1 hp to Authority cards
.--------------.
| Giant Mutant '--------------------------------------------------------------
|
| Found in the Authority Prison. You can find the Collector Card inside the
| room just before encountering the first Sentry Turret; search the hole in
| the wall.
|
| > Points: 50
| > Health: 14
| > Attack: 3
| > Smashes all opponent's cards in play
.-------------.
| EMP Grenade '---------------------------------------------------------------
|
| Found in the Authority Prison. Once you destroy the third Sentry Turret, go
| explore the right side of the room to find a staircase. The card is at the
| top of the stairs.
|
| > Points: 10
| > Health: -
| > Attack: 5
| > Explodes damaging all opponent's mechanical cards in play
.----------.
| Dropship '------------------------------------------------------------------
|
| Found in the Authority Prison. After rescuing Captain Marshall, look inside
| the lock box after he opens it to retrieve all his belongings.
|
| > Points: 30
| > Health: 12
| > Attack: -
| > Vehicle must be targeted by ranged cards
.------------------.
| Captain Marshall '----------------------------------------------------------
|
| Found in the Authority Prison. Follow Captain Marshall after freeing him and
| you'll come to a locked door. Open it with a Lock Grinder to obtain the
| Collector Card.
|
| > Points: 20
| > Health: 9
| > Attack: 4
| > Settler cards receive +1 damage boost
.--------------.
| Shield Guard '--------------------------------------------------------------
|
| Found in the Authority Prison. After splitting up with Marshall, kill the
| Authority Enforcer that opens the door and go through. Immediately follow
| the corridor on the right to reach the card.
|
| > Points: 15
| > Health: 7
| > Attack: 4
| > -1 to damage received
.-------------------.
| Elizabeth Cadence '---------------------------------------------------------
|
| Found in Wellspring. Once you gain access to the Resistance Base in town,
| you can collect the card by going inside and searching the barrel in the
| stairwell.
|
| > Points: 15
| > Health: 8
| > Attack: 2
.-------.
| Drone '---------------------------------------------------------------------
|
| Found in the Dead City Hospital. On your second trip during the "Lost
| Research Data" mission, walk down the escalator into the foyer and turn
| around. Walk past the escalator towards the table to locate the card.
|
| > Points: 10
| > Health: 5
| > Attack: 2
.------------------.
| Authority Mutant '----------------------------------------------------------
|
| Found in Subway Town. In the Resistance Base, step inside the small lab and
| look on the table next to the dead Mutant.
|
| > Points: 15
| > Health: 7
| > Attack: 5
.-------------.
| Dyno-Mutant '---------------------------------------------------------------
|
| Found in the Blue Line Station. Use an EMP Grenade or Electro Bolt to short-
| circuit the power box near the Guacamolito stand to open the food joint. The
| Collector Card is inside.
|
| > Points: 10
| > Health: -
| > Attack: 3
| > Explodes damaging all opponent's cards in play
.--------------.
| Jack Portman '--------------------------------------------------------------
|
| Found in the Distillery Caves. The small cavern brings you to the Abandoned
| Distillery, and the card is inside this cave.
|
| > Points: 15
| > Health: 7
| > Attack: 5
.---------------------.
| Advanced Sentry Bot '-------------------------------------------------------
|
| Found in the Gearhead Vault. Once you reach the second floor of the parking
| lot, look inside the backseat of the white car for the card.
|
| > Points: 15
| > Health: 6
| > Attack: 5
.------------------.
| Gearhead Shotgun '----------------------------------------------------------
|
| Found in the Gearhead Vault. In the large chamber with the row of ATMs near
| the doorway. After clearing the room of enemies, walk past the laser gate to
| the far right side and take the card from the ledge.
|
| > Points: 15
| > Health: 8
| > Attack: 4
.--------------.
| Gearhead Jet '--------------------------------------------------------------
|
| Found in the Gearhead Vault. After escaping the vault with the Plutonium
| Feltrite, head through the hole in the wall from the propellar room. The
| card is in the next room, at the top of the staircase and behind a counter.
|
| > Points: 20
| > Health: 7
| > Attack: 7
.---------.
| Monarch '-------------------------------------------------------------------
|
| Found in Gearhead Territory. The Collector Card is lying on the ground
| outside the Power Plant entrance; it's right in front of the front door.
|
| > Points: 25
| > Health: 10
| > Attack: -
| > Vehicle must be targeted by ranged cards
.---------------.
| Gearhead Boss '-------------------------------------------------------------
|
| Found in the Power Plant. The card is found at the end of "The Price of
| Power" mission. After slaying the Gearhead Boss and using the traps to get
| rid of the other Gearheads, return to the main entrance. A door has opened
| up to reveal a stairwell. Climb the stairs to find the card at the top.
|
| > Points: 25
| > Health: 10
| > Attack: 6
| > Gearhead cards receive +1 damage boost
.-----------------.
| Jackal Crossbow '-----------------------------------------------------------
|
| Found in the Jackal Canyon. As soon as you enter the canyon, immediately
| look to the left and hop up on the rock ledge to find the card on a table.
|
| > Points: 15
| > Health: 7
| > Attack: 4
.-------------.
| Jackal Club '---------------------------------------------------------------
|
| Found in the Jackal Canyon. The card is found on a table near the lever used
| to open the gate near the area entrance.
|
| > Points: 15
| > Health: 7
| > Attack: 5
.-------------.
| Elite Guard '---------------------------------------------------------------
|
| Found in the Authority Security Bridge. Once you ride the lift to the top of
| the bridge and destroy the first generator, look behind the stack of barrels
| next to the second generator to spot the Collector Card.
|
| > Points: 30
| > Health: 12
| > Attack: 7
==============================================================================
MISCELLANEOUS ITEMS [0905]
==============================================================================
Simply put: items that didn't fit in any other category. The majority of them
are considered junk and can only be sold to vendors.
.---------------------.
| Miscellaneous Items '-------------------------------------------------------
|
| > Beer Bottles
| Collection of empty beer bottles. If only the golden liquid was still
| inside them.
|
| > Blake Bobblehead
| He's in RAGE!
|
| > Books
| Collection of books found around the Wasteland. No one reads, but they
| make good cook fires.
|
| > Doom Marine Bobblehead
| Very rare promotional id Tech item.
|
| > Vault Boy Bobblehead
| Very rare promotional Vault-Tec item.
|
| > Feltrite Crystals
| Can be sold at vendors, though 25 are needed for the "Finding Feltrite"
| sidequest.
|
| > Food Cans
| Collection of food cans. Cat food is a Wasteland delicacy.
|
| > Gas Liters
| Collection of gas liters. The second most expensive liquid in the
| Wasteland.
|
| > Oil Liters
| Collection of oil liters. Highly sought after, these should fetch in a
| good price.
|
| > Pinkies
| Very rare box of treats known for their indefinite shelf life and
| astronomic sugar content.
|
| > Quayola Quayons
| Very rare collection of Quayola's Brown Spectrum Quayons in excellent
| condition.
|
| > Race Certificates
| Obtained by winning races or through the sidequests "Sally's Bounty" and
| "Brick's Bounty". They are used to buy Vehicle Parts.
|
| > Small Objects
| Collection of all the random, useless junk you've picked up. Just sell it.
|
| > Tools
| These tools are completely rusted but you could probably grab a little
| cash for them still.
|
| > Water Purifier
| According to the manufacturer, transforms industrial waste into crystal
| clear mountain spring water.
______________________________________________________________________________
==============================================================================
[10] VEHICLES [1000]
==============================================================================
Vehicles and driving play a very important part in Rage, since the Wasteland
is a humongous area and you must drive from place to place during the
multitude of missions the game offers.
==============================================================================
VEHICLES [1001]
==============================================================================
.--------.
| Jetter '--------------------------------------------------------------------
|
| Prereqs: "Quell the Bandit Threat"
| Combat Rating: 0
|
| The Jetter is a fun little ATV that you will use at the very beginning of
| the game, when you have no other alternatives. It does not have any weapon
| attachments and therefore is pretty useless in combat, so it likely will
| never be used after obtaining the Dune Buster. However, the Jetter is useful
| in the fact that it's the only vehicle you can use to score Field Goals.
.-------------.
| Dune Buster '---------------------------------------------------------------
|
| Prereqs: "Grab the Radio"
| Combat Rating: 2
|
| The Dune Buster is the first actual buggy you receive after clearing out the
| Wasted Garage and completing the mini-mission "Grab the Radio". The Dune
| Buster is equipped with a Minigun and you can purchase Rocket Launchers at a
| later time (you can only use one weapon type at a time). You can enter the
| Dune Buster in specified races at Wellspring.
.---------.
| Cuprino '-------------------------------------------------------------------
|
| Prereqs: "Cuprino Needed"
| Combat Rating: 3
|
| The Cuprino is received after winning the Dusty 8 and completing the mission
| "Cuprino Needed". You will be using this vehicle for the majority of the
| game until you reach the Eastern Wasteland. The Cuprino can use the Minigun
| and Rocket Launcher at the same time (switch between them with the Right
| Bumper) and can also have an upgradeable battering ram that you can use to
| clobber enemies. Overall, it has a tougher armor and a longer boost than the
| Dune Buster. It can be used in Cuprino races at Wellspring and Subway Town.
.---------.
| Monarch '-------------------------------------------------------------------
|
| Prereqs: "Monarch Needed"
| Combat Rating: 4
|
| The Monarch is the final - and best - vehicle you receive in Rage, and is
| obtained by completing the "Monarch Needed" sidequest (therefore it is not
| required to obtain in order to beat the game, though it is strongly
| suggested). The Monarch can toggle between using the Minigun, Rocket
| Launcher, and a deadly Pulse Cannon. It can also enter Monarch races in
| Subway Town.
==============================================================================
SUPPLIES [1002]
==============================================================================
There are two types of supplies: Vehicle Supplies and Vehicle Parts. Like
Quick Use Items, Vehicle Supplies can be used by pressing the Left Bumper and
you can carry multiple items at a time. As for Vehicle Parts, they can be used
to upgrade your vehicle's boost, armor, speed, and handling, and must be
purchased using Racing Certificates.
.------------------.
| Vehicle Supplies '----------------------------------------------------------
|
| > Minigun Ammo
| Ammunition designed to fit any class of vehicle mounted miniguns.
|
| > Homing Rockets
| Ammunition designed to work with all vehicle mounted rocket launchers.
|
| > Pulse Ammo
| Ammo for the advanced pulse weapon on the Monarch vehicles.
|
| > Drop Mine
| Drops an explosive surprise in your tracks for unwary bandits.
|
| > Shield
| A glowing shield of energy that prevents all damage to your vehicle for a
| short time.
|
| > Aftershocker
| Releases a burst of energy that sends enemy vehicles flying to fiery
| destruction.
|
| > Armor Restore
| Fully repairs all vehicle damage.
|
| > Escort Bomb
| Automated bomb cars programmed to target the closest enemy.
|
| > Hover Turret
| Weaponized hovercraft that fires on enemy vehicles.
.-----------------------------.
| Vehicle Parts (Dune Buster) '-----------------------------------------------
|
| > Standard Suspension
| The standard suspension is better than no suspension at all!
|
| > Sport Suspension
| The sport suspension upgrade provides more shock absorption for the all-
| terrain driver.
|
| > Standard Tires
| The standard tires provide little traction and no style, but they were
| free.
|
| > Standard Spiked
| Standard buggy tires, but now with deadly spikes!
|
| > Performance Tires
| Extra traction means tighter turns and better control.
|
| > Performance Spiked
| All the traction of the performance tires meets all the protection of the
| spikes!
|
| > Second Hand Theme
| A hand-me-down paint theme from the Hagar settlement.
|
| > id Theme
| One of the last reminders of a long dead race of game developers. Wear it
| with pride.
|
| > Skull Theme
| Guaranteed to make the driver look even more badass.
|
| > Miniguns
| Get the enemy in your sights and bring the pain. Sight tracking ability.
|
| > Rocket Launchers
| Those bandits don't have a chance when you're packing rockets!
|
| > L4 Beetle Engine
| The L4 Beetle engine is the standard for buggy class vehicles.
|
| > V6 Thunder
| The largest, fastest, most powerful enging that you can stuff in a buggy.
|
| > Evenflow Boost
| The entry level boost will get you going, but not for long.
|
| > Evenflow 2x Boost
| Same great flow, now with twice the boost!
|
| > Evenflow Max Boost
| Hold on tight! Here comes maximum boost!
.-------------------------.
| Vehicle Parts (Cuprino) '---------------------------------------------------
|
| > C3C Standard Suspension
| Standard issue Cuprino suspension is better than nothing, but not very
| much.
|
| > C3C Sport Suspension
| The smoothest Cuprino ride possible.
|
| > Standard Tires
| Standard Cuprino tires with just enough tread to keep you moving.
|
| > Standard Spiked
| These Standard Cuprino Tires come with spikes for extra intimidation and
| defense!
|
| > Performance Tires
| The performance series provides the best control and turning radius for
| the Cuprino.
|
| > Performance Spiked
| All the traction of the Performance series meets all the attitude of
| spikes!
|
| > Basic Cuprino Armor
| The entry level Armor Kit for the Cuprino. It's better than nothing.
|
| > Medium Cuprino Armor
| The Cuprino's Medium Armor boasts the same weight as the basic armor but
| twice the protection.
|
| > Heavy Cuprino Armor
| Cuprino Heavy Armor is crafted with Feltrite making it the lightest Heavy
| Armor around.
|
| > The Hammer
| Aptly named, this grill hammers enemy vehicles into little pieces.
|
| > Second Hand Theme
| A no frills basic Cuprino paint theme.
|
| > Orange Theme
| A classic Wastelander look.
|
| > Patrol Theme
| Smells like bacon... anyone want donuts?
|
| > V8 Cuprino
| The entry level Cuprino V8 Engine meets minimum racing standards, but not
| much more.
|
| > V10 Cuprino
| The largest engine available for the Cuprino. Get where you're going fast!
|
| > C3C Evenflow 2x Boost
| The Cuprino mid-level boost lasts twice as long as the standard boost!
|
| > C3C Evenflow Max Boost
| The maximum boost available for the Cuprino. Hold on tight!
.-------------------------.
| Vehicle Parts (Monarch) '---------------------------------------------------
|
| > Standard Tires
| Decent tires for driving around the Wasteland.
|
| > Standard Spiked
| The same Monarch tires you love but with car-slashing spikes!
|
| > Performance Tires
| Extra traction means tighter turns and better control for your Monarch.
|
| > Performance Spiked
| Extra traction and tire-popping spikes! Who could ask for more?
|
| > Basic Monarch Armor
| The Basic Monarch Armor is still twice as thick as the heaviest Cuprino
| armor.
|
| > Heavy Monarch Armor
| Feltrite Reinforced Heavy Armor for your Monarch. Maximum protection!
|
| > Starky's Theme
| Starky thought this paint theme was cool, do you?
|
| > Scorcher Theme
| Look like one of the comet-worshipping bandits, the Scorchers.
|
| > Patrol Theme
| Smells like bacon... anyone want donuts?
|
| > Standard Pure-flow Monarch Boost
| Standard Pure-flow Monarch Boost. Now you're boostin' with Pure-flow.
|
| > Advanced Pure-flow Monarch Boost
| Advanced Pure-flow Monarch Boost. The best boost in the Wasteland!
==============================================================================
VEHICLE JUMPS/FIELD GOALS [1003]
==============================================================================
There are 18 Vehicle Jumps and three Field Goals in the game. Vehicle Jumps
are easily spotted by looking for floating Authority Drones anywhere in the
Wasteland - they are usually hovering over a cliff or between two ramps, but
somewhere accessible. The only way to destroy these machines is to drive
through them with a vehicle. In addition to helping towards 100% completion
and the corresponding Achievement, they also drop random Engineering items.
Field Goals are a bit different. I'm sure you have noticed that if you hit an
object at high speed when driving the Jetter ATV, your character goes flying
off in hilarious fashion. Well, use this ragdoll feature to launch yourself
through the crossbars of the three Field Goals scattered around the Wasteland
to earn the "It's Good!" Achievement.
.---------------.
| Vehicle Jumps '-------------------------------------------------------------
|
| > Vehicle Jump #1: Beginner's Jump
| Ghost Territory. The first Vehicle Jump is in the Ghost Territory, right
| near the dam and your crashed Ark. The Authority Drone is floating above a
| low ramp. It's pretty low to the ground, but you will still probably need
| the Dune Buster to hit it.
|
| > Vehicle Jump #2: Butterfly in the Sky
| Ghost Territory. It's in the same area as the first one, but it is harder
| to hit. The Drone is floating underneath the overpass way above you; the
| only way to reach it is to boost towards the support beam of the overpass
| and drive off the rock pile up against the support beam. Pretty tricky for
| only the second Vehicle Jump.
|
| > Vehicle Jump #3: In the Basket
| Wasted Territory. After destroying the barricade leading to Wellspring,
| drive past it and into the desert. The Authority Drone is on the left,
| floating above a crater. An easy one.
|
| > Vehicle Jump #4: Crazy
| Wasted Territory. As the name implies, this is one wild Vehicle Jump. The
| jump is found just outside of Crazy Joe's Swamp. Drive up the path towards
| his shack and turn to the left, facing the Stanley Express mailbox. Boost
| off of the cliff and hit the flying Drone above the trail.
|
| > Vehicle Jump #5: Tiger Jump
| Wasted Territory. Drive through the canyon underneath the highway that
| leads to Mutant Bash TV. Like the first Vehicle Jump, there is a small
| ramp that you can boost off of to hit the Authority Drone.
|
| > Vehicle Jump #6: I Think I Can
| Wasted Territory. When leaving Wellspring, drive to the right as if you
| were heading to the Shrouded Bunker. Boost up the high slope and off the
| edge to the alcove on the other side, hitting the Authority Drone in
| midair.
|
| > Vehicle Jump #7: Mini Gap Jump
| Shrouded Territory. The Vehicle Jump is found just before the Shrouded
| Bunker. Drive off the ramp and boost as you hit the air to collide with
| the Authority Drone.
|
| > Vehicle Jump #8: Leap of Faith
| Scorcher Territory. Pass the Shrouded Bunker and enter Scorcher Territory.
| Drive onto the entrance ramp on the right and boost off the edge, flying
| over a pit and smashing into the Authority Drone.
|
| > Vehicle Jump #9: Highway Hop
| Scorcher Territory. Drive onto the entrance ramp on the left and start
| moving towards the Northern Watch Tower. Hug the right side of the road
| and when the highway opens up, turn around and drive on the road back
| towards Scorcher Territory. Here you can boost off the edge of the broken
| highway and hit the Drone in midair.
|
| > Vehicle Jump #10: Dedicated
| Northern Watch Tower. Drive to the Northern Watch Tower and face the
| highway you just used to get here. Back up as far as you can and then let
| the boosters rip as you drive off the dirt mound towards the highway; aim
| for the Authority Drone floating in the air between the mound and the
| highway.
|
| > Vehicle Jump #11: Science Makes You Crazy
| Kvasir's Chasm. The Authority Jump is floating high in the air near Dr.
| Kvasir's Lab, but you can only reach it from the ledge above. To get
| there, go up to the Northern Watch Tower and continue down the road as if
| you were heading to the Authority Prison. Peer off the left side of the
| road to find the Authority Drone, then position yourself and drive off the
| side of the cliff.
|
| > Vehicle Jump #12: Gimmee
| Open Territory. The remaining Vehicle Jumps are located in the Eastern
| Wasteland. This one is right outside of Subway Town. Drive to the top of
| the hill and turn around. Look for the boulder on your right and drive off
| the end to hit the floating Drone.
|
| > Vehicle Jump #13: Bunny Hop
| Gearhead Territory. Go up the entrance ramp as if you were heading to the
| Power Plant. When the highway splits, take the left lane and drive off the
| edge to hit the Authority Drone and land back on the ground.
|
| > Vehicle Jump #14: Over the Hill
| Gearhead Territory. This Authority Drone floats above the previous one
| ("Bunny Hop"). To get to it, get back on the highway and stay in the right
| lane. When you reach the dirt road, turn around and look for a green ramp
| on the edge of the cliff. Boost off and hit the Drone.
|
| > Vehicle Jump #15: In the Gears
| Gearhead Territory. Facing the main entrance to the Power Plant, drive off
| the metal ramp to the left of the door and crash into the floating
| Authority Drone. Really easy.
|
| > Vehicle Jump #16: Shock and Awe
| Gearhead Territory. In the same area as the last one; also in front of the
| Power Plant entrance. Facing the front door, drive up the hill to the
| right and climb up to the plateau. It's a little awkward but you can make
| it. Position yourself and drive off the edge to hit the Authority Drone.
|
| > Vehicle Jump #17: Off the Dune
| Authority Territory. Especially tricky due to the constant stream of
| Predators. The Drone is near the entrance to the Authority Territory,
| flying above a sand dune and underneath one of the rock arches. Take
| advice from the jump's name and boost off the side of the sand dune to
| reach it.
|
| > Vehicle Jump #18: Near the Heart
| Authority Territory. The final Vehicle Jump is stationed in front of
| Capital Prime. Drive onto the cliff overlooking the Authority Drone (near
| one of the buildings that spawns Predators) and boost off the edge.
.-------------.
| Field Goals '---------------------------------------------------------------
|
| > Field Goal #1
| Ark Emergence. In Ghost Territory, drive down to the dam and towards your
| crashed Ark. Face the guard rails to the right of the Wasted Garage door
| and crash into it while boosting to propel yourself over the edge and
| through the Field Goal.
|
| > Field Goal #2
| Wasted Territory. This Field Goal is right near Crazy Joe's Swamp and
| just past the Vehicle Jump "Crazy". Continue past the jump to reach an
| Authority Gate. The Field Goal is beyond the guard rail to the left of the
| door.
|
| > Field Goal #3
| Northern Watch Tower. Head over to the Northern Watch Tower, drive through
| the gate and make a right. The Field Goal is beyond a rock barrier that
| you can launch yourself over when you hit it at full speed. I found this
| one to be a lot harder to hit than the other two.
______________________________________________________________________________
==============================================================================
[11] MINIGAMES [1100]
==============================================================================
There are four minigames in Rage and can be played in Wellspring and Subway
Town (only two are available in Wellspring while all four can be played in
Subway Town). Minigames are a good way to earn money and some Achievements if
you're into that.
.-------------.
| Rage Frenzy '---------------------------------------------------------------
|
| Rage Frenzy is a completely original card game made up specifically for
| Rage. You use the Collector Cards you've been collecting through the game
| for this minigame, in addition to purchasing a Starter Deck from Outfitters
| in Wellspring or Jani's Supplies in Subway Town.
|
| For starters, Rage Frenzy is a turn-based card game that has three
| difficulty choices. These choices (Easy, Normal, Hard) are all at different
| costs and offer more points for you to use.
|
| > Easy: $75 reward, 75 Point limit
| > Medium: $150 reward, 125 Point limit
| > Hard: $225 reward, 250 Point limit
|
| You can build your own deck to use for the game, and creating a deck depends
| on how many points you are allowed. Each playing card has a designated Point
| Value, so you cannot go over the allotted point amount when building a deck.
| Generally, stronger/better cards have higher Point Values, so you can either
| create a large deck with weaker cards or a small deck with powerful, heavy
| hitters (or a mix between). It is all up to you. Note that the maximum
| number of cards in a deck is 12, but you can choose to have less.
|
| First, let's analyze a Collector Card:
|
| .---------------------. > [1] is the card's Attack. Simply put, this is how
| | CARD NAME | much damage it can deal to an opposing card.
| |---------------------|
| | | > [2] is the card's Point Value. Pay attention to
| | | this number when building a deck. Typically, the
| | | higher the number, the better the card.
| | [4] |
| | | > [3] is the card's Health. This is how much abuse
| | | it can withstand before being destroyed.
| |---------------------|
| |[1] [2] [3]| > [4] is the card's special ability. Only select
| '---------------------' cards have special abilities.
|
| On top of that, there are three types of Collector Cards: Melee, Ranged, and
| Vehicle.
|
| > Melee cards can only attack the card across from them. If there is no card
| in that slot, you can choose to Guard by pressing X (more on that later).
|
| > Ranged cards can choose which card on the board they wish to attack,
| making them very useful. However, if an enemy Vehicle card is in play,
| they can only attack the Vehicle until it is destroyed.
|
| > Vehicle cards cannot attack and are basically used as tanks: they are only
| there to soak up damage and provide defense while other cards can dish out
| damage. Vehicles can only guard.
|
| > A wild card (no pun intended), Explosive cards such as the HE Grenade or
| RC Bomb Car damage all opponent cards when they are put in play and also
| destroy themselves. Kind of a kamikaze card.
|
| These three types of cards provide a sense of depth when building decks; I
| prefer a decent mix of all three, but you can sway in any direction you so
| please.
|
| At the start of the game, one card from each side is revealed and put into
| play. There are four spaces in total, so you can only have up to four cards
| in play at a time. During your round, you can control each of your available
| cards (from left to right). So you can either choose to attack or guard.
| Guarding reducing incoming damage by half, so Vehicles or cards that are not
| able to attack can Guard and build their defense.
|
| Once your turn ends, your opponent's turn comes up. At the end of both
| turns, any destroyed cards are removed and a new card on each side are put
| into play. Your goal is to destroy all of your opponent's cards.
|
| The game is surprisingly fun and addictive, and although it's very easy on
| the lightest difficulty, it can be tough as nails when playing on Hard. Test
| out different strategies by including various card types (Ranged cards are
| always a plus) and also continue finding Collector Cards in the Wasteland to
| upgrade your deck.
.------------.
| Tombstones '----------------------------------------------------------------
|
| At first, Tombstones may look intricate, but it's simply a game of chance.
| The hologram board features the Sheriff surrounded by four Mutants. After
| every turn, the Mutants move one space closer to the Sheriff, and after
| three turns they will kill him, ending the game in a loss. During each turn,
| you roll four dice. There are only two two options to a die:
|
| > Target: you kill a Mutant
| > Skull: the Mutants survive
|
| So essentially, you have three turns to roll four Targets. You may roll four
| in one turn, or you may not roll any after the three turns. You receive
| money bonuses based on how quickly you roll four Targets.
|
| > If you roll four Targets during the first turn, you get a 10x bonus
| > If you roll four Targets during the second turn, you get a 4x bonus
| > If you roll four Targets during the third turn, you break even
|
| If the third turn ends and there are any Mutants standing, you lose the game
| and your bet is lost. On top of all this, you can choose how much money you
| want to bet, further increasing the stakes.
|
| Tombstones is available outside of Outfitters in Wellspring and in also in
| the Subway Town basement, near Sparky's Auto Parts.
.--------------------.
| Five Finger Fillet '--------------------------------------------------------
|
| Five Finger Fillet is featured by Abott, who is found in the Second Chance
| Bar in Wellspring and also the Fez Bar in Subway Town. In Five Finger
| Fillet, you place your outstretched hand on a table and wave a knife back
| and forth. You must stab the spaces between your fingers with the knife
| without pricking your fingers.
|
| During each round, your character moves the knife back and forth across his
| hand. You must press A when the knife is hovering over a space that is lit
| up. If you mistime your button press or pass over the lit space, you stab
| your finger and get a strike. There are a total of five rounds, and you lose
| once you get three strikes (stab your finger three times).
|
| The first round is pretty short and easy, but they only get harder from here
| on out. It takes a lot of patience and very fast reflexes, since the game
| speeds up exponentially and the rounds get longer. You can choose to take
| your current winnings and bail out after a successful round or ride out your
| luck and continue the streak, though you lose all your money if you fail.
.-------.
| Strum '---------------------------------------------------------------------
|
| This minigame is only found in Subway Town, on the second floor by talking
| to the street peddler near Dietrich's office. Simply put, this minigame is
| Simon Says. The musician plays up to four chords (represented by the four
| face buttons on your controller), and you must match his pattern. As
| expected, the patterns become more complex as time goes by.
______________________________________________________________________________
==============================================================================
[12] ACHIEVEMENTS [1200]
==============================================================================
Here are all the Achievements found in the game, in alphabetical order.
.--------------.
| Achievements '--------------------------------------------------------------
|
| > A True Legend (25)
| Complete a Legend of the Wasteland on Nightmare difficulty
|
| > Anthology (20)
| Complete all Legends of the Wasteland
|
| > Arts and Crafts (10)
| Construct 10 Engineering Items
|
| > Bringin' Home the Bacon (20)
| Earn 750 Dollars in one episode of Mutant Bash TV in the Campaign
|
| > Debunked (10)
| Complete Shrouded Bunker in the Campaign
|
| > Decapathon (15)
| Get 10 Headshot kills with the Wingstick
|
| > Decrypted (10)
| Complete Jackal Canyon in the Campaign
|
| > Deliverance (15)
| Complete the final round of Strum
|
| > Demolition Man (20)
| Destroy 100 Enemy Cars
|
| > Dev Graffiti (15)
| Find the secret Developer Graffiti Room
|
| > Fresh Meat (10)
| Complete a public Road RAGE match
|
| > Ghost Buster (10)
| Complete Ghost Hideout in the Campaign
|
| > Gladiator (10)
| Complete Mutant Bash TV in the Campaign
|
| > Gotta Have 'Em All (20)
| Collect all Playing Cards in one playthrough
|
| > Hardest Deck (25)
| Beat Teague's hardest Deck
|
| > Hat Trick (15)
| Kill at least 3 Enemies with a single Mind Controlled Enemy
|
| > Hey, not too rough (50)
| Finish the Campaign on any difficulty
|
| > Hurt me plenty (25)
| Finish the Campaign on at least Normal difficulty
|
| > It's Alive (10)
| Complete Dead City in the Campaign
|
| > It's Good! (15)
| Score each of the 3 Field Goals from the ATV
|
| > JACKPOT! (15)
| Roll 4 Targets in the first round of Tombstones
|
| > Jail Break (10)
| Complete Authority Prison in the Campaign
|
| > Jetpacker (20)
| Kill an Authority Enforcer during Jetpack descent
|
| > Jumper (20)
| Perform all 18 Vehicle Jumps
|
| > Just a Flesh Wound (15)
| Complete the final round of Five Finger Fillet
|
| > Keep 'Em Coming (30)
| Get 5 kills with one deployed Sentry Turret
|
| > Lead Food (10)
| Win a Race in the Campaign
|
| > Master Chef (20)
| Collect all Recipes and Schematics in one playthrough
|
| > Mechanocide (50)
| Kill 100 Enemies with Sentry Bots, Sentry Turrets, or RC Bomb Cars
|
| > Minigamer (15)
| Win all Minigames
|
| > Mr. Oddjob (40)
| Complete 5 Job Board Quests in one playthrough
|
| > Mutie Blues (10)
| Complete Blue Line Station in the Campaign
|
| > MVP (20)
| Get first place in a public Road RAGE match
|
| > No Room for Sidekicks (15)
| Complete a Legend of the Wasteland without any player(s) becoming
| incapacitated
|
| > Obsessive Compulsive (75)
| Reach 100% Completion in the Campaign
|
| > Open Minded (15)
| Get 10 Headshot kills with the Sniper Rifle
|
| > Passive Aggressive (30)
| Get 3 kills with a single Sentry Bot
|
| > Power Struggle (10)
| Complete Power Plant in the Campaign
|
| > Rage Cup (50)
| Win all Races in the Campaign
|
| > RAGE Nightmare (25)
| Finish the Campaign on Nightmare difficulty
|
| > Roadkill (15)
| Run over 10 Mutants
|
| > Silent But Deadly (15)
| Stealth kill 10 Enemies with the Striker Crossbow
|
| > The Legend Begins... (10)
| Complete a Legend of the Wasteland
|
| > Three Birds, One Bomb Car (30)
| Kill 3 Enemies with one RC Bomb Car
|
| > Tinkerer (20)
| Construct 50 Engineering Items
|
| > Ultra-violence (25)
| Finish the Campaign on at least Hard difficulty
|
| > Vault Assault (10)
| Complete Gearhead Vault in the Campaign
|
| > Waste Management (10)
| Complete Wasted Carage in the Campaign
|
| > Wellness Plan (10)
| Complete The Well in the Campaign
|
| > ytiC daeD (10)
| Complete Dead City Reverse in the Campaign
______________________________________________________________________________
==============================================================================
[13] BESTIARY [1300]
==============================================================================
==============================================================================
ENEMIES [1301]
==============================================================================
.------------.
| Ghost Clan '----------------------------------------------------------------
|
| > Ghost Bonestick
| Ghosts are incredibly nimble and quick on their feet, making them hard to
| target. The Ghost Bonestick carry sharpened bones and can slice through
| your health with ease. It is hard to hit them with medium- or long-range
| weapons due to their dodge rolls and parkour abilities, so use the Combat
| Shotgun instead.
|
| > Ghost Pistol
| These enemies do not carry melee weapons and instead go for long-range
| combat with their pistols. They aren't as skilled in the area of parkour
| as the Ghost Bonesticks and often take cover and hide, so they are pretty
| standard foes.
|
| > Ghost AR
| Almost identical in mannerisms to the Ghost Pistol, but they carry around
| an Assault Rifle and therefore are much more dangerous. They also throw
| HE Grenades if you hide behind cover for too long.
.-------------.
| Wasted Clan '---------------------------------------------------------------
|
| > Wasted Club
| The Wasted do not possess the agility of the Ghost Clan, so Wasted Clubs
| aren't nearly as problematic. They carry around clubs and sometimes sharp
| blades, but they are no match for your Combat Shotgun.
|
| > Wasted Pistol
| Standard gun-wielding enemy. The Wasted Pistol carries around a powerful
| pistol, takes cover, and can also flush you out using HE Grenades.
|
| > Wasted AR
| The most common type of Wasted, Wasted ARs reside in the Wasted Garage and
| make up most of the area's enemies. Like the Wasted Pistols, they also
| hide behind cover and can use HE Grenades.
|
| > Wasted Shotgun
| The Wasted Shotgun don't seem to be as fast as the other Wasted due to
| the heavy weapon they are carrying, so immediately run away when you see
| one plodding towards you. Naturally, their shotgun deals a ton of damage
| up close.
.---------------.
| Shrouded Clan '-------------------------------------------------------------
|
| > Shrouded Pistol
| Since there are no Shrouded members that carry melee weapons, these are
| the most basic clan type. They are also the weakest when compared to the
| other Shrouded types.
|
| > Shrouded ARs
| The Shrouded ARs are fought the most out of any other Shrouded enemy type.
| They take cover, use grenades, and have more clothing and armor than other
| Bandit Clans previously seen.
|
| > Shrouded Heavy
| Despite their name, the Shrouded Heavy are no more durable than the
| Shrouded Pistols and ARs. However, they do carry a powerful shotgun and
| walk very slowly towards their opponent.
|
| > Shrouded Rocket
| Very rare, but they do appear at a few instances in the game. Shrouded
| Rockets are incredibly lethal and are often perched on balconies or sniper
| posts; firing at you from a great distance.
|
| > Shrouded Minigun
| These fellas are a lot thicker than the other Shrouded due to their many
| layers of armor and huge helmet. They are the most dangerous of the
| Shrouded and carry around miniguns (who woulda guessed?). Immediately take
| cover and use either Sniper Rifle fire or HE Grenades to finish them off.
.---------------.
| Gearhead Clan '-------------------------------------------------------------
|
| > Gearhead Club
| Despite being low-ranking melee fighters, the Gearhead Clubs are still
| covered in thick armor and can be a pain to take down. As they charge you,
| either aim for the head or blast them away with the Combat Shotgun.
|
| > Gearhead Pistol
| These enemies carry around upgraded pistols and often hide behind objects.
| Since using your Combat Shotgun is out of the question, go for HE Grenades
| to flush them out and stick with armor-piercing ammo.
|
| > Gearhead AR
| You'll likely be seeing these folks more often than any other Gearhead
| type. They behave the same as Gearhead Pistols, using smart play such as
| hiding from attacks and using HE Grenades, and are tough to take down
| without armor-piercing rounds.
|
| > Gearhead Shotgun
| Just like the other shotgun-carrying enemies encountered in the past, make
| sure to keep your distance when you see one. The Gearhead Shotgun is more
| difficult to take down due to their armor and helmets, so unload on them
| with powerful guns or try out explosive weapons.
|
| > Gearhead Rocket
| There is actually only one Gearhead Rocket in the entire game, found in
| the Gearhead Vault. Make sure to take him out before focusing on any of
| the other enemies present, since he can pretty much kill you in one hit.
|
| > Gearhead Minigun
| The Gearhead Minigun has even more armor than regular Gearheads - who are
| already strapped with metal plating to begin with - and can mow you down
| with their signature minigun. Treat them like the Shrouded Minigun by
| taking cover and using explosive weapons paired with Sniper Rifle shots.
|
| > Gearhead Jet
| The Gearhead Jets are hulking men that are especially slow due to the big
| gas canister strapped to their back. Gearhead Jets use this canister in
| conjunction with their flamethrowers to dish out heavy damage (though the
| projectiles resemble grenade blasts rather than a stream of fire). Aside
| from aiming for the head, try targeting the canisters on their back with a
| Sniper Rifle to ignite it and instantly kill them.
.-------------.
| Jackal Clan '---------------------------------------------------------------
|
| > Jackal Club
| They are found using axes rather than clubs, but whatever. Jackal Clubs
| are similar to the Ghost Bonesticks in that they are very evasive and can
| easily avoid many of your attacks. Either slow them down with your
| Authority Machine Gun or just switch to the Combat Shotgun.
|
| > Jackal Crossbow
| The Jackal Crossbows are commonly stationed in faraway areas that are well
| away from striking distance (usually perched in the mountainside or on top
| of roofs on distant buildings). Their crossbows have incredible range,
| leaving you with a downpour of flaming arrows to deal with. Since they are
| usually so far away, you can really only use the Sniper Rifle.
|
| > Jackal Pistol
| These foes are very rare, but nontheless do appear in the Jackal Canyon
| along with the rest of the Jackal Clan. They may not be classified as
| dangerous as the other pistol-wielding Bandits due to the lack of cover in
| Jackal Canyon, so they really have nowhere to hide.
|
| > Jackal AR
| Since there is so little cover in Jackal Canyon, the Jackal ARs do not
| typically hide from you like their counterparts and don't use HE Grenades
| as frequently. Jackal ARs are sometimes also found paired with Jackal
| Crossbows, so you'll need to eliminate these ones with the Sniper Rifle.
|
| > Jackal Shotgun
| I think there is only a handful of Jackal Shotguns in the game, but they
| should be treated like any other shotgun enemy you have ever encountered.
.---------.
| Mutants '-------------------------------------------------------------------
|
| > Club Mutant
| The most common Mutant type. They wield wooden clubs and chase after you,
| using melee attacks to deal damage. Like all Mutants, they are very nimble
| and can jump off walls and roll to avoid your weapons. Best taken down
| with the Combat Shotgun.
|
| > Dagger Thrower
| These enemies tend to stay back and hurl dagger at you from a distance,
| but they are known to rush up to their target and use melee strikes. They,
| along with the Club Mutants, are the two most common Mutant variations.
| Since they are always moving, stick to the Combat Shotgun.
|
| > Scoop Mutant
| These long-range warriors have odd wooden scoops (they look like the
| sticks used in hurling) that are used to throw fireballs at you. Scoop
| Mutants are often stationed on high columns or at distant posts to ensure
| their safety from close-range attacks.
|
| > Dyno-Mutant
| The Dyno-Mutants look like the other Mutants mentioned, but they wield two
| lit sticks of dynamite and run around like maniacs. While the Combat
| Shotgun works best against all other Mutants, don't let them get close to
| you or they will blow up (as they also do when defeated).
|
| > Kraken
| The Kraken is further mutated than other Mutants; complete with a deformed
| head and a tentacle arm. They can use their tentacle to slap you (which
| covers the screen with slime and restricts vision), but typically use a
| charge attack. I tend to use close-range combat with them despite the
| risks involved with their ramming attack.
|
| > Large Mutant
| Bigger than a Kraken, the Large Mutant is a sluggish monster that totes a
| huge grenade launcher. Luckily for you, the weapon is slow and also does
| not have a high splash damage. The grenades are easy to dodge, allowing
| you to sidestep and target their head with automatic weapons.
|
| > Slime Mutant
| Bigger than standard Mutants but smaller than the Kraken and Large Mutant,
| the Slime Mutant is covered head to toe with nasty goop. They are pretty
| durable and surprisingly fast for their size. Slime Mutants use melee
| attacks and also spit slime at you, which can also mess with your eyesight
| similar to the Kraken's tentacle slap.
|
| > Authority Mutant
| The Authority Mutants are only encountered in the final story mission.
| They are about the same size as the standard Mutants and generally have a
| similar appeareance except for being slightly armored and wielding a pulse
| gun on their arm (which is similar to the Combat Shotgun's Pulse Shot).
| They are only slightly stronger than regular Mutants, but definitely pack
| a bigger punch.
.---------------.
| The Authority '-------------------------------------------------------------
|
| > Authority Enforcer
| The standard, entry level class of the Authority. Authority Enforcers are
| coated from head to toe in strong armor and can be a pain to take down.
| They attack you with Authority Machine Guns and HE Grenades (using the
| latter more often than any other enemy), and their armor requires you to
| use much more ammo against them than regular foes. When they are deployed
| from Drop Ships, shoot their jetpacks as they land for an instant kill.
|
| > Authority Shield Guard
| Probably the most annoying of the Authority baddies, Authority Shield
| Guards are defensive specialists; their blue energy shield covers nearly
| their entire body and are too quick to be flanked and hit from behind (by
| yourself; Sentry Bots/Turrets can be used to distract them). They attack
| using powerful Pulse Shots. To defeat them, either shoot their exposed
| shoulder or use an EMP Grenade to disable their shield.
|
| > Authority Sniper
| They most resemble Authority Enforcers in terms of armor and health, but
| their weapon of choice is the Sniper Rifle rather than the Authority
| Machine Gun. Like any sniper, Authority Snipers are only found in high
| towers or other sniper posts, and it's best to fight fire with fire when
| facing off against one.
|
| > Authority Elite
| Definitely one of the toughest enemies you can find: the first thing you
| notice about the Authority Elite is that they have different armor than
| regular Authority soldiers. Their armor is not affected by EMP Grenades or
| similar weapons unlike the other Authority enemies. Since they fight with
| an Authority Pulse Cannon, use the same battle tactics as the Shrouded and
| Gearhead Miniguns (though these guys are a lot harder).
==============================================================================
BOSSES [1302]
==============================================================================
.--------.
| Bosses '--------------------------------------------------------------------
|
| > Wasted Boss
| The leader of the Wasted Clan drives in on a suped-up buggy and begins
| trashing the garage. The mounted artillery can shred you like newspaper,
| so taking cover is key. The Wasted Boss usually sicks one of his lackeys
| on you to try and draw you out of cover, but don't fall for it. Hide
| behind the pillars or cars and wait for them, Combat Shotgun in hand.
|
| Make sure to kill off the Wasted before the Wasted Boss stops firing his
| mounted turret. Every so often, the gun overheats, prompting the leader to
| raise his fists over his head and let out an aggrivated scream. Use this
| time to pop him in the head a few times with your Settler Pistol. There's
| a reason why the game left you a bunch of Fatboys at the entrance to the
| garage.
|
| The gun starts back up and another minion is sent out to attack you, so
| rinse and repeat. Use Fatboys to quicken the pace: you can slay the Wasted
| Boss with about six or seven headshots with this ammo.
|
| > Giant Mutant
| The skyscraper-sized Mutant that's been walking around the Dead City
| finally has his sights set on you, and it couldn't have come at a better
| time. The Giant Mutant follows a very basic attack pattern. He grabs a
| boulder and chucks it at you, during which a panel on his stomach glows.
| It only appears for a split second before he releases the rock, so you
| have a small window to target it with your Rocket Launcher.
|
| Make sure you are standing at the edge of the building when firing at the
| panel on the boss's chest; if you are on the upper ledge, you'll be too
| far away and you won't get the shot off in time. Once you score a hit, the
| Giant Mutant approaches the window and tries to swipe at you.
|
| There is a dark corner on the right side of the room that protects you
| from all melee attacks; it is across from the stairs. If you crouch in
| this spot, the Giant Mutant cannot reach you with his fists.
|
| After rummaging around a bit, the boss tilts his head and exposes his
| brain. Shoot it with an HE Rocket to deplete some of his health. Zooming
| in takes a second or two, and you are close enough that you do not have to
| do so. The Giant Mutant goes back to throwing boulders, so repeat the
| strategy once more. You have to do this a total of three times to slay the
| Giant Mutant. If you run out of HE Rockets, the machine hands out more.
|
| > Gearhead Boss
| None of his servants got the job done, so the Gearhead Boss has no one
| else to turn to. He confronts you at the end of a corridor at the top of
| the steps, grenade launcher in hand. The boss acts like one of the more
| heavier Gearheads, such as the Gearhead Minigun or Jet, though his armor
| is a lot stronger.
|
| Only the most powerful weapons and ammo will take him down. Avoid using
| automatic weapons such as the Authority Machine Gun and Assault Rifle and
| stick with high-powered, slower weapons. Something that really packs a
| punch. Fat Mammas work beautifully against the Gearhead Boss, as do Pop
| Rockets, Dynamite Bolts, and even regular Sniper Rounds. If you have some
| HE Rockets, that's just a cherry on top.
|
| Despite his health bar and massive weapon (which can leave you for dead
| with a single direct hit), treat the Gearhead Boss like any other
| Gearhead. Try to keep him at bay as he slowly trudges towards you from
| the end of the hallway. If you need to retreat to the control room, that's
| fine. The room's structure allows you to walk circles around the boss and
| target him before he can realize what's up.
______________________________________________________________________________
==============================================================================
[14] THANKS/CREDITS [1400]
==============================================================================
Of course, this guide couldn't have been made without some extra help. Here is
a shoutout to everyone who made this FAQ possible:
CJayC: For being an awesome host of an awesome site.
Eternal Czar Smapdi: For being the best co-author anyone could have, and for
being yourself.
Rage Wiki: For offering a wealth of knowledge and interesting information.
http://rage.wikia.com/wiki/RAGE_Wiki
FESBians: Because you're cool.
You: For reading this FAQ.
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